| Hit the spacebar to toggle the wireframe view! |
| Top Down | Bottom Up | |
| Basic Idea | Divides the terrain up hierarchically, from the top down. | Simplifies the terrain from the most detailed data set to one or more simple versions. A lack of hierarchy opens up the question, "where should we refine next?" |
| Image Analogy | This is like resizing an image by resampling it: fast, but lacking in quality. | This is like resizing an image by filtering it: slow, but accurate. |
| Advantages | Convenient retesselation of the terrain, meaning that view-dependent LOD is easy. | Provides a better fit to the terrain, with less polygons. |
| Disadvantages | Retesselation takes time, and may not provide the best fit to the terrain. | Does not intuitively lend itself to view-dependent LOD rendering, because of the lack of hierarchy. |
The GLOBE dataset appears to be newer than the GTOP030 dataset, and had a more transparent file format.The Global Land One-Kilometer Base Elevation (GLOBE) digital elevation model (DEM) is a global data set covering 180o West to 180o East longitude and 90o North to 90o South latitude. The horizontal grid spacing is 30 arc-seconds (0.008333... degrees) in latitude and longitude, resulting in dimensions of 21,600 rows and 43,200 columns. At the Equator, a degree of latitude is about 111 kilometers. GLOBE has 120 values per degree, giving GLOBE slightly better than 1 km gridding at the Equator, and progressively finer longitudinally toward the Poles.
The horizontal coordinate system is seconds of latitude and longitude referenced to World Geodetic System 84 (WGS84). The vertical units represent elevation in meters above Mean Sea Level. The elevation values range from -407 to 8,752 meters on land. In GLOBE Version 1.0, ocean areas have been masked as "no data" and have been assigned a value of -500.
Anyone interested in these topics should definitely read the following:
[1] Peter Lindstrom and Valerio Pascucci, "Terrain Simplification Simplified: a General Framework for View-Dependent Out-of-Core Visualization," in IEEE Transactions on Visualization and Computer Graphics, 8(3), pp. 239-254, July-September 2002. [2] David Luebke, Martin Reddy, Jonathan D. Cohen, Amitabh Varshney, Benjamin Watson, Robert Huebner, Level of Detail for 3D Graphics, Morgan Kaufman, San Francisco, CA, 2003. [3] Mark A. Duchaineau, Murray Wolinsky, David E. Sigeti, Mark C. Miller, Charles Aldrich, and Mark B. Mineev-Weinstein, "ROAMing terrain: Real-time optimally adapting meshes," in IEEE Visualization '97, Roni Yagel and Hans Hagen, Eds., Phoenix, Arizona, Nov. 1997, pp. 81-88, IEEE.I'd like to thank my teacher, Lucia Lovison, who taught the class for which this work was done.
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