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Puget Sound Flythrough Demo(from Hugues Hoppe's home page)LocationThe demo is available from here or from the Microsoft Research Downloads Page). It also requires the large data file puget.trunc3.srm (191 MB) which represents the Puget Sound elevation data as a selectively refinable mesh. For smaller machines, you can instead download the smaller data file puget.trunc0b.srm (44 MB) which has a maximum elevation accuracy of 10.0m instead of 4.0m.Information(This information is extracted from the *.bat file in the ZIP file.) Recent note: the code is compiled to exploit Intel SSE2 instructions, so it may crash with an ILLEGAL_INSTRUCTION error if it is run on PC's with Pentium 3 or certain Athlon CPU's.
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PROGRAM: Selective Refinement of Puget Sound
AUTHOR: Hugues Hoppe (Microsoft Research)
(c) Microsoft Corporation. All rights reserved.
VERSIONS:
2001/10/16: initial version.
2002/02/25: added multisampling, 4Kx4K texture, simpler terrain, new UI.
2002/12/09: fixed a bug that made it crash on ATI cards.
2003/08/04: fixed one more bug related to ATI card.
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OVERVIEW:
This program demonstrates view-dependent refinement of a large terrain
mesh (from elevation data in the Puget Sound area of Washington State).
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REFERENCES:
The program is based on the research presented in the following papers:
- Smooth view-dependent level-of-detail control and its application to
terrain rendering. H. Hoppe. IEEE Visualization 1998, pages 35-42.
- View-dependent refinement of progressive meshes. H. Hoppe.
Computer Graphics (SIGGRAPH 1997 Proceedings), pages 189-198.
- Progressive meshes. H. Hoppe.
Computer Graphics (SIGGRAPH 1996 Proceedings), pages 99-108.
(The papers can be found at http://research.microsoft.com/~hoppe/)
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REQUIREMENTS:
This demo requires a PC with a fast graphics card
(e.g. NVIDIA GeForce2, ATI Radeon, or better).
The _demo_puget.bat version requires 512MB memory,
because the size of the process is 380MB.
The _demo_puget_simplest.bat version uses a simpler terrain, and
a smaller texture map, so it can fit on smaller machines (~160MB).
You need to separately obtain the large data files
puget.trunc3.srm and puget.trunc0b.srm
from ftp://ftp.research.microsoft.com/users/hhoppe/data/pugetsound .
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INFO:
Original data: 16385*16385 vertices (536,870,912 triangles),
public-domain from USGS, assembled by Peter Lindstrom (LLNL).
(see http://www.cc.gatech.edu/projects/large_models/ps.html)
Progressive mesh pruned to accuracy of 4.0m: 7,943,152 triangles
Progressive mesh pruned to accuracy of 10.0m: 1,792,645 triangles
For more details, refer to comments within this *.bat file.
The original DEM elevation data is public-domain from USGS.
It was assembled at the University of Washington
(see http://duff.geology.washington.edu/data/raster/tenmeter/bil10/).
Peter Lindstrom (pl@llnl.gov) collected these tiles into a single
16385x16385 raster image, and created the pseudocolored,
preshaded texture image in puget.color.*.bmp
Elevation data information:
horizontal spacing is 10m (so 16385 samples span 163.84 km),
vertical data is 16bit with resolution of 0.1m
Hierarchical progressive mesh details:
Original grid was partitioned into 16x16 blocks (each 1025x1025), and
each block was simplified independently (but keeping boundary vertices
unaffected).
The progressive mesh for each block was truncated to a vertical accuracy
of 4.0m (trunc3) or 10.0m (trunc0b), measured exactly with respect
to original triangulation.
(This lossy simplification to an error of 4.0m is not unreasonable given
that the data points are sampled 10.0m apart.)
The truncated progressive meshes were stitched together and further
simplified to create a new progressive mesh with a base mesh
of 512 faces (2 faces per tile).
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MAIN keys:
Press 'f' to toggle flying off/on.
Press ' ' (space) to toggle 4 viewing modes.
Place cursor outside of window for auto-flight.
Place cursor higher than window for auto-flight + auto-mode-change.
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EMERGENCY key:
Press 'Z' to return to the starting viewpoint.
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OTHER VIEWS:
Press 'Dt' (shift-D, little t) to toggle texture off/on.
Press 'Dr' to toggle overhead view.
Press 'Dg' to toggle geomorphs on/off (visualize using toggle 'Dt').
Press 'De' to toggle edges off/on when not showing texture.
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FUN:
Press Enter to toggle between selectively refined and coarsest mesh.
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MISC:
Press '-' and '=' to adjust flying rate.
See additional comments within this *.bat file.
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