The design and analysis of spatial data structures
The design and analysis of spatial data structures
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Real-time, continuous level of detail rendering of height fields
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Temporal continuity of levels of detail in Delaunay triangulated terrain
Proceedings of the 7th conference on Visualization '96
Dynamic view-dependent simplification for polygonal models
Proceedings of the 7th conference on Visualization '96
Real-time occlusion culling for models with large occluders
Proceedings of the 1997 symposium on Interactive 3D graphics
View-dependent refinement of progressive meshes
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
ROAMing terrain: real-time optimally adapting meshes
VIS '97 Proceedings of the 8th conference on Visualization '97
Hierarchical geometric models for visible surface algorithms
Communications of the ACM
Optimized view frustum culling algorithms for bounding boxes
Journal of Graphics Tools
Spatial databases with application to GIS
Spatial databases with application to GIS
Automatic generation of triangular irregular networks using greedy cuts
VIS '95 Proceedings of the 6th conference on Visualization '95
DStrips: Dynamic Triangle Strips for Real-Time Mesh Simplification and Rendering
PG '03 Proceedings of the 11th Pacific Conference on Computer Graphics and Applications
Feature-Based Visibility-Driven CLOD for Terrain
PG '03 Proceedings of the 11th Pacific Conference on Computer Graphics and Applications
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This paper presents an efficient technique for real-time non-photorealistic three-dimensional terrain visualisation from the digital elevation model. The method is primarily based on an improved version of the Real-time Optimally Adapting Mesh (ROAM) that boosts performance by improving the rendering speed, enhancing the visual continuity and reducing large frame rate variances. We outline how to achieve better detail and continuity and yet maintain the high efficiency and speed of the visualisation. We also integrate a Geo-morphing technique to eliminate visual discontinuity due to the refinement of ROAM. Based on the proposed methodology, the Geo-morph terrain visualisation system was created. Experimental results confirm striking improvement in the rendering efficiency and visual continuity, while preserving important features of the terrain (such as sharp peaks and valleys).