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
Smooth view-dependent level-of-detail control and its application to terrain rendering
Proceedings of the conference on Visualization '98
Spatialized normal come hierarchies
I3D '01 Proceedings of the 2001 symposium on Interactive 3D graphics
Visualization of large terrains made easy
Proceedings of the conference on Visualization '01
Fast view-dependent level-of-detail rendering using cached geometry
Proceedings of the conference on Visualization '02
Horizon occlusion culling for real-time rendering of hierarchical terrains
Proceedings of the conference on Visualization '02
Terrain Decimation through Quadtree Morphing
IEEE Transactions on Visualization and Computer Graphics
Hierarchical Visibility in Terrains
Proceedings of the Eurographics Workshop on Rendering Techniques '97
Perceptually-Driven Simplification for Interactive Rendering
Proceedings of the 12th Eurographics Workshop on Rendering Techniques
Interactive shadow generation in complex environments
ACM SIGGRAPH 2003 Papers
Feature-Based Visibility-Driven CLOD for Terrain
PG '03 Proceedings of the 11th Pacific Conference on Computer Graphics and Applications
Geometry clipmaps: terrain rendering using nested regular grids
ACM SIGGRAPH 2004 Papers
Voxel column culling: occlusion culling for large terrain models
EGVISSYM'01 Proceedings of the 3rd Joint Eurographics - IEEE TCVG conference on Visualization
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Interactive navigation over very large-scale terrain environments is a highly challenging topic since the model involved often contains huge amount of geometries and textures, even exceeds the capacity of system memory. In this paper, we put forward a high-performance technique for real-time walkthrough in very large-scale terrain environments. By the technique, perception-guided simplification is adopted through application of a new error metric-Constrained Normal Cone in the preprocessing stage. Both silhouette-preserving and shading-preserving criteria are satisfied in our navigation system. Furthermore, the pre-extracted Potential Silhouette from each block can be used to construct the incremental horizon at run time for delicate visibility testing. The consequent visibility information then can prevent the unnecessary data from loading into the main memory, so that the workload of out-of-core data paging and the number of triangles rendered are substantially reduced, and the frame rates are highly increased. Experiment results show the high performance of our novel approach.