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
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
QuadTIN: quadtree based triangulated irregular networks
Proceedings of the conference on Visualization '02
Efficient Triangular Surface Approximations Using Wavelets and Quadtree Data Structures
IEEE Transactions on Visualization and Computer Graphics
A Developer's Survey of Polygonal Simplification Algorithms
IEEE Computer Graphics and Applications
Geometry clipmaps: terrain rendering using nested regular grids
ACM SIGGRAPH 2004 Papers
Terrain rendering using spherical clipmaps
EUROVIS'06 Proceedings of the Eighth Joint Eurographics / IEEE VGTC conference on Visualization
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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.