Accurate triangulations of deformed, intersecting surfaces
SIGGRAPH '87 Proceedings of the 14th 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
Real-Time 3D Terrain Engines Using C++ and DirectX 9
Real-Time 3D Terrain Engines Using C++ and DirectX 9
Right Triangular Irregular Networks
Right Triangular Irregular Networks
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A new dynamic LOD system is recently proposed to represent fairly large artificial terrains using hierarchical triangular patches[5]. Its mesh structure is unique from other conventional methods because it is designed to reduce the total number of draw primitive calls in a frame rather than the number of primitives. Another distinctive feature is its no-triangulation during the mesh adaptation by using its hierarchical layers and pre-constructed matching blocks. The purpose of the paper is to explain its implementation issues to make the new approach more understandable. Some of optimization issues are also discussed for better implementations.