Large scale terrain visualization using the restricted quadtree triangulation
Proceedings of the conference on Visualization '98
Geometry clipmaps: terrain rendering using nested regular grids
ACM SIGGRAPH 2004 Papers
Planet-Sized Batched Dynamic Adaptive Meshes (P-BDAM)
Proceedings of the 14th IEEE Visualization 2003 (VIS'03)
Survey of semi-regular multiresolution models for interactive terrain rendering
The Visual Computer: International Journal of Computer Graphics
Real-Time Rendering and Manipulation of Large Terrains
ICVGIP '08 Proceedings of the 2008 Sixth Indian Conference on Computer Vision, Graphics & Image Processing
Planetary-Scale Terrain Composition
IEEE Transactions on Visualization and Computer Graphics
Interactive terrain modeling using hydraulic erosion
Proceedings of the 2008 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Rendering procedural terrain by geometry image warping
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
Interactive Editing of GigaSample Terrain Fields
Computer Graphics Forum
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Terrain rendering has been intensively investigated in the last decade, and many methods have been proposed. However, most methods assume a single, static terrain data set that does not change over time, so that elaborate offline preprocessing methods can be used to reduce online rendering time. Such methods cannot be used in applications that work on dynamic terrain data, e.g. interactive terrain modeling, simulation, or remote sensing data analysis applications. In this paper, we present a new data structure that allows GPU-based bottom up and top down mesh refinement. The resulting adaptive triangle meshes can be used for continuous level of detail rendering of dynamic terrain data, while guaranteeing an upper bound on the screen space error. We evaluate our techniques by applying them to dynamic terrain data produced by interactive fusion of multimodal remote sensing data sets.