Adaptive terrain triangulation using the representation of quad trees by vertex textures and wavelet estimation of vertex significance

  • Authors:
  • E. A. Yusov;V. E. Turlapov

  • Affiliations:
  • Nizhni Novgorod State University, Nizhni Novgorod, Russia 603950;Nizhni Novgorod State University, Nizhni Novgorod, Russia 603950

  • Venue:
  • Programming and Computing Software
  • Year:
  • 2008

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Abstract

A method of adaptive terrain triangulation is proposed that can be implemented in hardware. The method is based on an estimate of the static error of a quad tree nodes using wavelet transforms and on the representation of the resulting quad tree by a vertex texture. The proposed method has the following characteristic features: the adjacent nodes of the generated adapted mesh can differ in any number of hierarchical levels; the triangulation process is not limited by the size of the decomposition segments, which solves the problem of joining segments without inserting additional nodes; the multiscale terrain representation used in the method makes it possible to store the levels of detail in the graphics processor memory as a multilevel vertex texture; thus, the costliest part of the algorithm can be efficiently implemented using a vertex shader.When constructing the triangulation, the algorithm takes into account both local features of the terrain and the camera location; also, it has a natural support of geomorphing.