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
Time-critical multiresolution scene rendering
VIS '99 Proceedings of the conference on Visualization '99: celebrating ten years
Time-critical rendering of discrete and continuous levels of detail
VRST '02 Proceedings of the ACM symposium on Virtual reality software and technology
Fast view-dependent level-of-detail rendering using cached geometry
Proceedings of the conference on Visualization '02
I3D '03 Proceedings of the 2003 symposium on Interactive 3D graphics
A feasibility test for perceptually adaptive level of detail rendering on desktop systems
APGV '04 Proceedings of the 1st Symposium on Applied perception in graphics and visualization
Geometry clipmaps: terrain rendering using nested regular grids
ACM SIGGRAPH 2004 Papers
Efficient Interactive Rendering of Detailed Models with Hierarchical Levels of Detail
3DPVT '04 Proceedings of the 3D Data Processing, Visualization, and Transmission, 2nd International Symposium
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The paper proposes a time-controlling algorithm for large-scale terrain rendering, which can’t be efficiently dealt with by LOD technique. In this algorithm, the terrain is divided and organized by quad-tree structure. Each terrain patch is assigned a certain time according to the total rendering time given in advance. The multi-resolution levels rendered are determined by visual apperception. To solve the T-junction and popping, an approach of stitching the level boundaries and geomorphing are respectively performed on GPU. The algorithm guarantees that each frame is rendered in preset time independent of the terrain or the eye position. The slow or jerky phenomena during roaming, which are usually caused by unstable rendering frame rate, can be successfully avoided. This terrain rendering algorithm is demonstrated in a massive terrain flyover application. The experiment proves that this algorithm is feasible and efficient.