Microsoft Research    Have You Seen These Pages?
   AboutMSR
   Downloads
   Current Research
home
current research
people
search
news
publications
community
conferences
downloads
opportunities
labs
visiting msr
university relations
microsoft.com

 

 

Rendering and Expressions for Realistic Facial Animation - click for more information.

Puget Sound Flythrough Demo

(from Hugues Hoppe's home page)

Location

The 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.
 .
 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.
 .
 OVERVIEW:
  This program demonstrates view-dependent refinement of a large terrain
   mesh (from elevation data in the Puget Sound area of Washington State).
 .
 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/)
 .
 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 .
 .
 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).

 .
 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.
 .
 EMERGENCY key:
  Press 'Z' to return to the starting viewpoint.
 .
 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.
 .
 FUN:
  Press Enter to toggle between selectively refined and coarsest mesh.
 .
 MISC:
  Press '-' and '=' to adjust flying rate.
  See additional comments within this *.bat file.
 .

Back to the top
Copyright 2001 Microsoft Corporation.  Please address comments on this web site  to msrwww@microsoft.com. This server contains links to servers not under the control of Microsoft Corporation.
Privacy Statement