A Linear time algorithm for computing the Voronoi diagram of a convex polygon
STOC '87 Proceedings of the nineteenth annual ACM symposium on Theory of computing
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
Conforming Delaunay triangulations in 3D
Proceedings of the eighteenth annual symposium on Computational geometry
Real-Time Rendering
Complexity of the delaunay triangulation of points on surfaces the smooth case
Proceedings of the nineteenth annual symposium on Computational geometry
Computing two-dimensional Delaunay triangulation using graphics hardware
Proceedings of the 2008 symposium on Interactive 3D graphics and games
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Terrain modeling and rendering is essential in construction of realistic virtual environment, for interactive computer games application. Advanced high resolution scanning technologies such as LIDAR enable us to obtain dense and accurate irregular terrain dataset. However, unlike the regular sampled dataset such as DEM and DTED, irregular dataset cannot be rendered in real-time due to random distribution of samples. Moreover, because they generally have huge amount of point data, it is very hard to manipulate them in consumer PC. We propose a fast and efficient terrain rendering method using large-scale irregular dataset for computer games application. First, it reconstructs the geometry by converting irregular dataset into regular one, through resampling input data with regular interval considering the spatial distribution of sample points. It can generate animated scene by applying quad-tree based rendering method to converted dataset. Experimental results show that its image quality is not deteriorated in comparison to the result of rendering reconstructed geometric models.