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
Visualization of large terrains made easy
Proceedings of the conference on Visualization '01
Dynamic terrain LOD with region preservation in 3d game engine
Edutainment'06 Proceedings of the First international conference on Technologies for E-Learning and Digital Entertainment
Real-time visualization of tire tracks in dynamic terrain with LOD
Edutainment'07 Proceedings of the 2nd international conference on Technologies for e-learning and digital entertainment
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It is the key issue of the terrain real-time rendering to reduce the time-spending for the level-of-detail. The concept of triangle live frame is introduced in this paper. Using this live frame, the algorithm reuses per-vertex visibility computation from previously displayed frames efficiently during continuous view-dependent level-of-detail visualizations. This algorithm decreases to a certain extent computing the distance from the viewpoint to vertex at each frame. Experimental results show that the algorithm reduces the time effectively to produce the LOD terrain.