Accurate triangulations of deformed, intersecting surfaces
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Curves and surfaces for computer aided geometric design (3rd ed.): a practical guide
Curves and surfaces for computer aided geometric design (3rd ed.): a practical guide
Fundamentals of computer aided geometric design
Fundamentals of computer aided geometric design
Real-time, continuous level of detail rendering of height fields
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Optimizing triangle strips for fast rendering
Proceedings of the 7th conference on Visualization '96
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
A universal parametrization in B-spline curve and surface interpolation
Computer Aided Geometric Design
Universal parametrization in constructing smoothly-connected B-spline surfaces
Computer Aided Geometric Design
Real-Time 3D Terrain Engines Using C++ and DirectX 9
Real-Time 3D Terrain Engines Using C++ and DirectX 9
Right Triangular Irregular Networks
Right Triangular Irregular Networks
Geometry clipmaps: terrain rendering using nested regular grids
ACM SIGGRAPH 2004 Papers
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To efficiently represent large artificial terrains on today's graphic hardwares, we propose a new terrain rendering scheme with hierarchical triangular patches and pre-constructed match ing blocks. It renders terrain patches at different LODs(levels-of-details) according to the current visual requirement. The hierarchical structure can reduce the total number of 'draw primitive(DirectX)' calls significantly by replacing a large set of triangles with a single patch where appropriate while other conventional methods try to reduce the total number of primitives to be rendered. After the initial construction of patches, the new scheme does not re-triangulate during runtime, further enhancing its performance. We also propose a specially designed matching method to eliminate cracks on the boundaries between neighboring patches. It constructs a few matching blocks at initialization with which it replaces original patches on boundaries where cracks may occur.