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
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
Real-Time Optimal Adaptation for Planetary Geometry and Texture: 4-8 Tile Hierarchies
IEEE Transactions on Visualization and Computer Graphics
Foundations of Multidimensional and Metric Data Structures (The Morgan Kaufmann Series in Computer Graphics and Geometric Modeling)
Planet-Sized Batched Dynamic Adaptive Meshes (P-BDAM)
Proceedings of the 14th IEEE Visualization 2003 (VIS'03)
Survey of semi-regular multiresolution models for interactive terrain rendering
The Visual Computer: International Journal of Computer Graphics
Seamless patches for GPU-based terrain rendering
The Visual Computer: International Journal of Computer Graphics
A SIMD-efficient 14 instruction shader program for high-throughput microtriangle rasterization
The Visual Computer: International Journal of Computer Graphics
Scalable parallel out-of-core terrain rendering
EG PGV'10 Proceedings of the 10th Eurographics conference on Parallel Graphics and Visualization
HFPaC: GPU friendly height field parallel compression
Geoinformatica
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In this paper we present a novel GPU-oriented method of creating an inherently continuous triangular mesh for tile-based rendering of regular height fields. The method is based on tiling data-independent semi-regular meshes of non-uniform structure, a technique that is quite different from other mesh tiling approaches. A complete, memory efficient set of mesh patterns is created by an off-line procedure and stored into the graphics adapter's memory at runtime. At rendering time, for each tile, one of the precomputed mesh patterns is selected for rendering. The selected mesh pattern fits the required level of details of the tile and ensures seamless connection with other adjacent mesh patterns, like in a game of dominoes. The scalability potential of the proposed method is demonstrated through quadtree hierarchical grouping of tiles. The efficiency is verified by experimental results on height fields for terrain representation, where the method achieves high frame rates and sustained triangle throughput on high resolution viewports with sub-pixel error tolerance. Frame rate sensitivity to real-time modifications of the height field is measured, and it is shown that the method is very tolerant and consequently well tailored for applications dealing with rapidly changeable phenomena represented by height fields.