Real-time, continuous level of detail rendering of height fields
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Large scale terrain visualization using the restricted quadtree triangulation
Proceedings of the conference on Visualization '98
Topology preserving and controlled topology simplifying multiresolution isosurface extraction
Proceedings of the conference on Visualization '00
Terrain Simplification Simplified: A General Framework for View-Dependent Out-of-Core Visualization
IEEE Transactions on Visualization and Computer Graphics
Geometry clipmaps: terrain rendering using nested regular grids
ACM SIGGRAPH 2004 Papers
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We present a geometry compression method for large-scale terrain rendering, which is based on restricted quadtree meshes. Terrain data of our method are organized by special structure, and then dynamically transmitted to graphic hardware and compute dynamic error metric by GPU, for the purpose of reducing bandwidth requirements and saving the running time of CPU.