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Jesús Alonso, Robert Joan-Arinyo. Back-to-Front Ordering of Triangles in Digital Terrain Models over Regular Grids[J]. Journal of Computer Science and Technology, 2018, 33(6): 1192-1203. DOI: 10.1007/s11390-018-1881-9
Citation: Jesús Alonso, Robert Joan-Arinyo. Back-to-Front Ordering of Triangles in Digital Terrain Models over Regular Grids[J]. Journal of Computer Science and Technology, 2018, 33(6): 1192-1203. DOI: 10.1007/s11390-018-1881-9

Back-to-Front Ordering of Triangles in Digital Terrain Models over Regular Grids

Funds: This work was supported by the Spanish Ministerio de Economia y Competitivided and European Regional Development Fund (FEDER) under Grant No. TIN2017-88515-C2-1-R.
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  • Author Bio:

    Jesús Alonso: Jesús Alonso is an assistant professor at the Department of Computer Science of the Technical University of Catalonia (UPC), Barcelona. He obtained his M.Sc. degree in computer science from the UPC in 2004 and he is a researcher of the UPC where his research is mainly devoted to video games. He has been the director of the UPC Multimedia and Image Center as well as the manager of a number of teaching programas including video games development, game design, digital art, animation and mobile apps.

  • Corresponding author:

    Robert Joan-Arinyo,E-mail:robert@cs.upc.edu

  • Received Date: July 10, 2017
  • Revised Date: September 25, 2018
  • Published Date: November 14, 2018
  • Visiting triangles that conform a digital terrain model is a core operation in a number of fields like animation and video games or generating profiles, cross-sections, and contours in civil engineering. Performing the visit in an efficient manner is an issue specially when the output of the traversal depends in some way on additional parameters or information changing over time, for example, a moving point of view. In this work we report a set of rules that, given a digital terrain model defined over a regular grid and an arbitrary point of view outside the terrain, define a total back-to-front order in the set of digital terrain model triangles with respect to the point. The set of rules is minimal, complete and correct. To assess how the rules perform, we have implemented a CPU-based algorithm for realistically rendering height fields defined over regular grids. The algorithm does not make use of the z-buffer or shaders featured by our graphics card. We show how our algorithm is implemented and show visual results obtained from synthetic and real data. We further discuss the algorithm performance with respect to two algorithms:a naive algorithm that visits triangles according to grid indices and does not solve the hidden line problem, and the z-buffer provided by the graphics card featured by our computer. Our algorithm allows real-time interaction when the point of view arbitrarily moves in 3D space and we show that its performance is as good as that of the z-buffer graphics card.
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