Real-time, continuous level of detail rendering of height fields
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
View-dependent refinement of progressive meshes
Proceedings of the 24th 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
Smooth view-dependent level-of-detail control and its application to terrain rendering
Proceedings of the conference on Visualization '98
Visualization of large terrains made easy
Proceedings of the conference on Visualization '01
Fast view-dependent level-of-detail rendering using cached geometry
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
Automatic extraction of Irregular Network digital terrain models
SIGGRAPH '79 Proceedings of the 6th annual conference on Computer graphics and interactive techniques
Adaptive 4-8 Texture Hierarchies
VIS '04 Proceedings of the conference on Visualization '04
Mobile robot navigation: neural Q-learning
International Journal of Computer Applications in Technology
Modelling and optimisation on bus transport system with graph theory and complex network
International Journal of Computer Applications in Technology
Dynamic generating algorithm on path selection and optimisation in travel planning
International Journal of Computer Applications in Technology
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Aiming at simplifying and real-time rendering of large-scale terrain, the whole terrain is first divided into terrain blocks, and for each block, feature points are picked out to generate a Triangulated Irregular Network (TIN) model. Then, the hierarchical multi-resolution model of the terrain is created in a bottom-to-up mode. Cracks between terrain blocks can be easily remedied by boundary sharing. At run-time, whether a terrain block is to be rendered or not depends both on its isotropic error metric and the result of view frustum culling. Experimental results show that the proposed algorithm performs efficiently.