Location via proxy:   [ UP ]  
[Report a bug]   [Manage cookies]                
skip to main content
10.1145/3564533.3564567acmconferencesArticle/Chapter ViewAbstractPublication Pagesweb3dConference Proceedingsconference-collections
research-article

Terrender: A Web-Based Multi-Resolution Terrain Rendering Framework

Published: 02 November 2022 Publication History

Abstract

Terrain rendering is a fundamental requirement when visualizing 3D geographic data in various research, commercial or personal applications such as geographic information systems (GIS), 3D maps, simulators, and games. It entails handling large amounts of data for height and color as well as high-performance algorithms that can benefit from the parallel rendering power of GPUs. The main challenge is (1) to create a detailed renderable mesh using a fraction of the data that is most relevant to a specific camera position and orientation, and (2) to update this mesh in real time as the camera moves while keeping the transition artifacts low. Many algorithms have been proposed for adaptive adjustment of the level of detail (LOD) of large terrains. However, the existing web-based terrain rendering frameworks do not use state-of-the-art algorithms. As a result, these frameworks are prone to classic shortcomings of simpler terrain rendering algorithms such as discontinuities and limited visibility. We introduce a novel open-source web-based framework for rendering high quality terrains with adaptive LOD: Terrender. Terrender employs RASTeR, a modern LOD-based terrain rendering algorithm, while running smoothly with a limited bandwidth on all common web browsers, even on mobile devices. Finally, we present a thorough analysis of our system’s performance when the camera moves on a predefined trajectory. We also compare its performance and visual quality to another well-known framework.

Supplementary Material

MP4 File (video_short.mp4)
Video of the Terrender application

References

[1]
Fabio Bettio, Enrico Gobbetti, Fabio Marton, and Giovanni Pintore. 2007. High-quality networked terrain rendering from compressed bitstreams. In Proceedings ACM Conference on 3D Web Technology. 37–44.
[2]
Jonas Bösch, Prashant Goswami, and Renato Pajarola. 2009. RASTeR: Simple and Efficient Terrain Rendering on the GPU. In Proceedings Eurographics Areas Papers, Scientific Visulization. 35–42. https://doi.org/10.2312/ega.20091006
[3]
Inc Cesium GS. 2021. Cesium JS. https://cesium.com/platform/cesiumjs/. Accessed: 2021-11-02.
[4]
Paolo Cignoni, Fabio Ganovelli, Enrico Gobbetti, Fabio Marton, Federico Ponchio, and Roberto Scopigno. 2003. BDAM - Batched Dynamic Adaptive Meshes for High Performance Terrain Visualization. Computer Graphics Forum 22, 3 (2003), 505–514.
[5]
Leila De Floriani, Paola Marzano, and Enrico Puppo. 1996. Multiresolution Models for Topographic Surface Description. The Visual Computer 12, 7 (August 1996), 317–345.
[6]
Christian Dick, Jens Schneider, and Rüdiger Westermann. 2009. Efficient Geometry Compression for GPU-based Decoding in Realtime Terrain Rendering. Computer Graphics Forum 28, 1 (March 2009), 67–83.
[7]
Mark Duchaineau, Murray Wolinsky, David E. Sigeti, Marc C. Miller, Charles Aldrich, and Mark B. Mineev-Weinstein. 1997. ROAMing Terrain: Real-time Optimally Adapting Meshes. In Proceedings IEEE Visualization. Computer Society Press, 81–88.
[8]
Inc. Environmental Systems Research Institute. 2022. ArcGIS. https://developers.arcgis.com/javascript/latest/. Accessed: 2022-04-08.
[9]
Lei Feng, Chaoliang Wang, Chuanrong Li, and Ziyang Li. 2011. A Research for 3D WebGIS based on WebGL. In Proceedings of 2011 International Conference on Computer Science and Network Technology, Vol. 1. 348–351. https://doi.org/10.1109/ICCSNT.2011.6181973
[10]
Robert J. Fowler and James J. Little. 1979. Automatic Extraction of Irregular Network Digital Terrain Models. SIGGRAPH Comput. Graph. 13, 2 (aug 1979), 199–207. https://doi.org/10.1145/965103.807444
[11]
Thomas Gerstner. 2003a. Multiresolution Compression and Visualization of Global Topographic Data. Geoinformatica 7, 1 (2003), 7–32.
[12]
Thomas Gerstner. 2003b. Top-Down View-Dependent Terrain Triangulation using the Octagon Metric. Technical Report. Institute of Applied Mathematics, University of Bonn.
[13]
Enrico Gobbetti, Fabio Marton, Paolo Cignoni, Marco Di Benedetto, and Fabio Ganovelli. 2006. C-BDAM – Compressed Batched Dynamic Adaptive Meshes for Terrain Rendering. Computer Graphics Forum 25, 3 (September 2006), 333–342. http://www.crs4.it/vic/cgi-bin/bib-page.cgi?id=’Gobbetti:2006:CCB’
[14]
David Hill. 2002. An efficient, hardware-accelerated, level-of-detail rendering technique for large terrains. Master’s thesis. University of Toronto, Department of Computer Science.
[15]
Hanna Holst. 2004. Avoiding cracks between terrain segments in a visual terrain database. Master’s thesis. Institutionen för teknik och naturvetenskap.
[16]
Roberto Lario, Renato Pajarola, and Francisco Tirado. 2003. HyperBlock-QuadTIN: Hyper-Block Quadtree based Triangulated Irregular Networks. In Proceedings IASTED International Conference on Visualization, Imaging and Image Processing (VIIP). 733–738.
[17]
Gregory Larrick, Yun Tian, Uri Rogers, Halim Acosta, and Fangyang Shen. 2020. Interactive Visualization of 3D Terrain Data Stored in the Cloud. In 2020 11th IEEE Annual Ubiquitous Computing, Electronics Mobile Communication Conference (UEMCON). 0063–0070. https://doi.org/10.1109/UEMCON51285.2020.9298063
[18]
Peter Lindstrom and Valerio Pascucci. 2001. Visualization of Large Terrains Made Easy. In Proceedings IEEE Visualization. Computer Society Press, 363–370.
[19]
Peter Lindstrom and Valerio Pascucci. 2002. Terrain Simplification Simplified: A General Framework for View-Dependent Out-of-Core Visualization. IEEE Transactions on Visualization and Computer Graphics 8, 3(2002), 239–254.
[20]
Ali Mahdavi-Amiri, Troy Alderson, and Faramarz Samavati. 2015. A Survey of Digital Earth. Computers & Graphics 53 (December 2015), 95–117. https://doi.org/10.1016/j.cag.2015.08.005
[21]
Ruzinoor Che Mat, Abdul Rashid Mohamed Shariff, and Ahmad Rodzi Mahmud. 2009. Online 3D Terrain Visualization: A Comparison of Three Different GIS Software. In 2009 International Conference on Information Management and Engineering. 483–487. https://doi.org/10.1109/ICIME.2009.57
[22]
Mario Ohlberger and Martin Rumpf. 1999. Adaptive Projection Operators in Multiresolution Scientific Visualization. IEEE Transactions on Visualization and Computer Graphics 5, 1 (January-March 1999), 74–93.
[23]
Renato Pajarola. 1998. Large scale Terrain Visualization using the Restricted Quadtree Triangulation. In Proceedings IEEE Visualization. 19–26,515. https://doi.org/10.1109/VISUAL.1998.745280
[24]
Renato Pajarola, Marc Antonijuan, and Roberto Lario. 2002. QuadTIN: Quadtree based Triangulated Irregular Networks. In Proceedings IEEE Visualization. 395–402. https://doi.org/10.1109/VISUAL.2002.1183800
[25]
Renato Pajarola and Enrico Gobbetti. 2007. Survey on Semi-Regular Multiresolution Models for Interactive Terrain Rendering. The Visual Computer 23, 8 (2007), 583–605. https://doi.org/10.1007/s00371-007-0163-2
[26]
Enrique G. Paredes, Margarita Amor, Marcial Bóo, Javier Díaz Bruguera, and Jürgen Döllner. 2016. Hybrid Terrain Rendering based on the External Edge Primitive. International Journal of Geographical Information Science 30, 6(2016), 1095–1116. https://doi.org/10.1080/13658816.2015.1105375
[27]
Alex A. Pomeranz. 2000. ROAM Using Surface Triangle Clusters (RUSTiC). Master’s thesis. University of California at Davis.
[28]
Matthias Thöny, Markus Billeter, and Renato Pajarola. 2018. Large-Scale Pixel-Precise Deferred Vector Maps. Computer Graphics Forum 37, 1 (February 2018), 338–349. https://doi.org/10.1111/cgf.13294
[29]
Wei Wan, Zhenkun Yang, Xingqiang Du, and Xinwei Zhao. 2021. Space Make the Virtual a Reality: A Web-Based Platform for Visualization and Analysis with Earth Observation Satellite Data. In 2021 IEEE 7th International Conference on Virtual Reality (ICVR). 279–285. https://doi.org/10.1109/ICVR51878.2021.9483848
[30]
Homme Zwaagstra and rumicuna. 2016. Cesium Terrain Server. https://github.com/geo-data/cesium-terrain-server. Accessed: 2022-04-08.
[31]
Homme Zwaagstra, Thomas Weidner, Akira Kurosava, Chris Cooper, Takayuki Mizutani, Jule, and gberaudo. 2018. Cesium Terrain Builder. https://github.com/geo-data/cesium-terrain-builder. Accessed: 2022-04-08.

Recommendations

Comments

Information & Contributors

Information

Published In

cover image ACM Conferences
Web3D '22: Proceedings of the 27th International Conference on 3D Web Technology
November 2022
129 pages
ISBN:9781450399142
DOI:10.1145/3564533
This work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives International 4.0 License.

Sponsors

Publisher

Association for Computing Machinery

New York, NY, United States

Publication History

Published: 02 November 2022

Check for updates

Author Tags

  1. level of detail
  2. open source
  3. terrain rendering
  4. web-based

Qualifiers

  • Research-article
  • Research
  • Refereed limited

Funding Sources

  • Swiss National Science Foundation

Conference

Web3D '22
Sponsor:
Web3D '22: The 27th International Conference on 3D Web Technology
November 2 - 4, 2022
Evry-Courcouronnes, France

Acceptance Rates

Overall Acceptance Rate 27 of 71 submissions, 38%

Contributors

Other Metrics

Bibliometrics & Citations

Bibliometrics

Article Metrics

  • 0
    Total Citations
  • 156
    Total Downloads
  • Downloads (Last 12 months)37
  • Downloads (Last 6 weeks)4
Reflects downloads up to 20 Feb 2025

Other Metrics

Citations

View Options

Login options

View options

PDF

View or Download as a PDF file.

PDF

eReader

View online with eReader.

eReader

HTML Format

View this article in HTML Format.

HTML Format

Figures

Tables

Media

Share

Share

Share this Publication link

Share on social media