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
Large scale terrain visualization using the restricted quadtree triangulation
Proceedings of the conference on Visualization '98
The Quadtree and Related Hierarchical Data Structures
ACM Computing Surveys (CSUR)
Occlusion Culling Algorithms: A Comprehensive Survey
Journal of Intelligent and Robotic Systems
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
Hierarchical Visibility in Terrains
Proceedings of the Eurographics Workshop on Rendering Techniques '97
A survey of visibility for walkthrough applications
IEEE Transactions on Visualization and Computer Graphics
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Terrain data set is essential for many 3D computer graphics applications. This paper presents a general framework for real-time terrain walk-through application, where the LOD(levels of detail) construction and occlusion culling are alternately selected depending on the terrain geometry. For highly occluded areas, only the occlusion culling is enabled. For less occluded areas, only the LOD rendering is enabled. A small piece of pre-computed information helps the renderer alternate the two methods. The experiment results demonstrate significant savings in rendering time.