Visibility preprocessing for interactive walkthroughs
Proceedings of the 18th annual conference on Computer graphics and interactive techniques
Hierarchical triangulation for multiresolution surface description
ACM Transactions on Graphics (TOG)
Real-time, continuous level of detail rendering of height fields
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Temporal continuity of levels of detail in Delaunay triangulated terrain
Proceedings of the 7th conference on Visualization '96
Optimizing triangle strips for fast rendering
Proceedings of the 7th conference on Visualization '96
ROAMing terrain: real-time optimally adapting meshes
VIS '97 Proceedings of the 8th conference on Visualization '97
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
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
Fast view-dependent level-of-detail rendering using cached geometry
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
IEEE Computer Graphics and Applications
SIGGRAPH '83 Proceedings of the 10th annual conference on Computer graphics and interactive techniques
Automatic extraction of Irregular Network digital terrain models
SIGGRAPH '79 Proceedings of the 6th annual conference on Computer graphics and interactive techniques
Geometry clipmaps: terrain rendering using nested regular grids
ACM SIGGRAPH 2004 Papers
Fast and reliable mouse picking using graphics hardware
International Journal of Computer Games Technology - Special issue on cyber games and interactive entertainment
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We present a simple and fast LOD rendering technique for terrain visualization, which sufficiently makes use of the GPU capabilities. At load time, we tile the terrain geometry, compute a discrete set of LODs for each tile analog to mipmaps for texture, and cache index buffers for all the levels. At run time, the LOD level is selected on the CPU and the geometrical morphing algorithm is implemented on the GPU. Additionally, we use coherent hierarchical culling (CHC) algorithm to cull away fully occluded tiles to further accelerate the frame rates. Our approach sufficiently exploits both the spatial and temporal coherence of terrain geometry and reduces the bandwidth requirements. Our method can achieve very high frame rates especially when a player wanders through a valley in games or other applications.