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
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The graphics accelerator structure determines the criterion of the optimal sequence of triangles in the mapping object such that the result of transformation (of transform and lighting, T&L) of the vertexes common for several triangles is used repeatedly as frequently as possible. The traditional procedures for progressive detailing dictate an absolutely difference sequence of triangles, which decreases the efficiency and sometimes the decrease is more sufficient than the effect from progressive detailing. A way to expand the traditional algorithm of progressive detailing that makes it possible to have a suboptimal (in terms of T&L) triangle sequence is described in the present paper.