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Dorde M. Durdevic, Igor I. Tartalja. Domino Tiling: A New Method of Real-Time Conforming Mesh Construction for Rendering Changeable Height Fields[J]. Journal of Computer Science and Technology, 2011, 26(6): 971-987. DOI: 10.1007/s11390-011-1194-8
Citation: Dorde M. Durdevic, Igor I. Tartalja. Domino Tiling: A New Method of Real-Time Conforming Mesh Construction for Rendering Changeable Height Fields[J]. Journal of Computer Science and Technology, 2011, 26(6): 971-987. DOI: 10.1007/s11390-011-1194-8

Domino Tiling: A New Method of Real-Time Conforming Mesh Construction for Rendering Changeable Height Fields

Funds: This work was partially supported by the projects TR32039 and TR32047 of the Ministry of Science and Technological Development of Serbia.
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  • Author Bio:

    Dorde M. Durdevic: Dorde M. Durdević received his B.Sc. and M.Sc. degrees from the School of Electrical Engineering, University of Belgrade in 2001 and 2006, respectively. He is currently a Ph.D. candidate. Since 2001, he has been working at the School of Electrical Engineering, University of Belgrade as teaching assistant. His research interests include computer graphics, object-oriented analysis and design, image pro-cessing

  • Received Date: January 01, 2011
  • Revised Date: June 08, 2011
  • Published Date: November 04, 2011
  • In this paper we present a novel GPU-oriented method of creating an inherently continuous triangular mesh for tile-based rendering of regular height fields. The method is based on tiling data-independent semi-regular meshes of non-uniform structure, a technique that is quite different from other mesh tiling approaches. A complete, memory efficient set of mesh patterns is created by an off-line procedure and stored into the graphics adapter's memory at runtime. At rendering time, for each tile, one of the precomputed mesh patterns is selected for rendering. The selected mesh pattern fits the required level of details of the tile and ensures seamless connection with other adjacent mesh patterns, like in a game of dominoes. The scalability potential of the proposed method is demonstrated through quadtree hierarchical grouping of tiles. The efficiency is verified by experimental results on height fields for terrain representation, where the method achieves high frame rates and sustained triangle throughput on high resolution viewports with sub-pixel error tolerance. Frame rate sensitivity to real-time modifications of the height field is measured, and it is shown that the method is very tolerant and consequently well tailored for applications dealing with rapidly changeable phenomena represented by height fields.
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