ROAMing terrain: real-time optimally adapting meshes
VIS '97 Proceedings of the 8th conference on Visualization '97
Large scale terrain visualization using the restricted quadtree triangulation
Proceedings of the conference on Visualization '98
Fast view-dependent level-of-detail rendering using cached geometry
Proceedings of the conference on Visualization '02
Out-of-core construction and visualization of multiresolution surfaces
I3D '03 Proceedings of the 2003 symposium on Interactive 3D graphics
External Memory Management and Simplification of Huge Meshes
IEEE Transactions on Visualization and Computer Graphics
Geometry clipmaps: terrain rendering using nested regular grids
ACM SIGGRAPH 2004 Papers
Real-Time Optimal Adaptation for Planetary Geometry and Texture: 4-8 Tile Hierarchies
IEEE Transactions on Visualization and Computer Graphics
Quick-VDR: Out-of-Core View-Dependent Rendering of Gigantic Models
IEEE Transactions on Visualization and Computer Graphics
Multi-resolution out-of-core modeling of terrain and teological data
Proceedings of the 13th annual ACM international workshop on Geographic information systems
Visual terrain mapping for Mars exploration
Computer Vision and Image Understanding
An Efficient Method for Very Large Scale Out-of-Core Terrain Visualization
ICAT '06 Proceedings of the 16th International Conference on Artificial Reality and Telexistence--Workshops
Hi-index | 0.00 |
This paper presents a fast method to construct the simplified terrain model with the multi-resolution. In this method, we adopt the normal quad-tree hierarchy to subdivide the original terrain surface into the multiresolution levels. For the sake of implementing the compressive storage and the efficient index for the elevation data, a connotative hierarchy is proposed and its corresponding index strategies are deduced. On the basis of the connotative hierarchy, we focus on resolving the crack problem of the simplified model. We firstly create the space filling curve during the simplification process to accelerate the search for the potential cracks. Afterwards, the different approaches are utilized to process the cracks in terms of the dissimilar terrain features. For this reason, we put forward an evaluation function that can self-adaptively identify the terrain feature according to the normal vector angle of the adjacent nodes in the connotative hierarchy. Consequently, there are not redundant triangles in our seamless multi-resolution terrain model. The proposed approaches are experimented on the real data and the results show that our method is relatively efficient and robust. Besides, the seamless simplified model has less number of triangles than the other common algorithm.