On levels of detail in terrains
Proceedings of the eleventh annual symposium on Computational geometry
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
Horizon occlusion culling for real-time rendering of hierarchical terrains
Proceedings of the conference on Visualization '02
Terrain Simplification Simplified: A General Framework for View-Dependent Out-of-Core Visualization
IEEE Transactions on Visualization and Computer Graphics
Fast Multiresolution Surface Meshing
VIS '95 Proceedings of the 6th conference on Visualization '95
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The paper presents an efficient and easy to implement algorithm based on ROAM for visualization of large scale terrain models in real-time. The quality and smoothness of terrain data visualization within a 3D interactive environment is preserved, while the complexity of the algorithm is kept on a reasonable level. The main contribution of the paper is in introducing a number of efficient techniques such as implicit coordinates method within the patch array representing ROAM and the viewpoint dependent triangle rendering method for dynamic level of detail (LOD) updates. In addition, experimental comparison of a number of culling techniques, including a newly introduced method, is conducted. These techniques are incorporated in order to achieve more realistic terrain representation and the real-time level of detail reduction.