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
Navigating through triangle meshes implemented as linear quadtrees
ACM Transactions on Graphics (TOG)
Terrain Decimation through Quadtree Morphing
IEEE Transactions on Visualization and Computer Graphics
Terrain Simplification Simplified: A General Framework for View-Dependent Out-of-Core Visualization
IEEE Transactions on Visualization and Computer Graphics
Managing Large Terrain Data Sets with a Multiresolution Structure
DEXA '00 Proceedings of the 11th International Workshop on Database and Expert Systems Applications
Right Triangular Irregular Networks
Right Triangular Irregular Networks
OpenGL SuperBible (3rd Edition)
OpenGL SuperBible (3rd Edition)
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The aim of the study is to increase the accuracy of a terrain triangulation while maintaining or reducing the number of triangles. To this end, a non-trivial algorithm for quadtree triangulation is proposed. The proposed algorithm includes: i) a resolution parameters calculation technique and ii) three error metric calculation techniques. Simulation software is also devised to apply the proposed algorithm. Initially, a data file is read to obtain the elevation data of a terrain. After that, a 3D mesh is generated by using the original quadtree triangulation algorithm and the proposed algorithm. For each of the algorithms, two situations are analyzed: i) the situation with fixed resolution parameters and ii) the situation with dynamically changing resolution parameters. For all of the cases, terrain accuracy value and number of triangles of 3D meshes are calculated and evaluated. Finally, it is shown that dynamically changing resolution parameters improve the algorithms' performance.