Accurate triangulations of deformed, intersecting surfaces
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Smooth transitions between bump rendering algorithms
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Real-time, continuous level of detail rendering of height fields
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Fitting smooth surfaces to dense polygon meshes
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
Dynamic view-dependent simplification for polygonal models
Proceedings of the 7th conference on Visualization '96
View-dependent refinement of progressive meshes
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
View-dependent simplification of arbitrary polygonal environments
Proceedings of the 24th 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
MAPS: multiresolution adaptive parameterization of surfaces
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Appearance-preserving simplification
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
Displaced subdivision surfaces
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Illuminating micro geometry based on precomputed visibility
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Simulation of wrinkled surfaces
SIGGRAPH '78 Proceedings of the 5th annual conference on Computer graphics and interactive techniques
Visualization of large terrains made easy
Proceedings of the conference on Visualization '01
Right Triangular Irregular Networks
Right Triangular Irregular Networks
A Survey of Polygonal Simplification Algorithms
A Survey of Polygonal Simplification Algorithms
Unified multilevel adaptive finite element methods for elliptic problems
Unified multilevel adaptive finite element methods for elliptic problems
Fast event-driven refinement of dynamic levels of detail
SCCG '03 Proceedings of the 19th spring conference on Computer graphics
Geometry clipmaps: terrain rendering using nested regular grids
ACM SIGGRAPH 2004 Papers
Adaptive Extraction of Time-Varying Isosurfaces
IEEE Transactions on Visualization and Computer Graphics
Adaptive 4-8 Texture Hierarchies
VIS '04 Proceedings of the conference on Visualization '04
Live Range Visibility Constraints for Adaptive Terrain Visualization
VIS '04 Proceedings of the conference on Visualization '04
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
GoLD: interactive display of huge colored and textured models
ACM SIGGRAPH 2005 Papers
Planet-Sized Batched Dynamic Adaptive Meshes (P-BDAM)
Proceedings of the 14th IEEE Visualization 2003 (VIS'03)
Adaptive streaming and rendering of large terrains using strip masks
GRAPHITE '05 Proceedings of the 3rd international conference on Computer graphics and interactive techniques in Australasia and South East Asia
Real-time visualization of large textured terrains
GRAPHITE '05 Proceedings of the 3rd international conference on Computer graphics and interactive techniques in Australasia and South East Asia
High-quality networked terrain rendering from compressed bitstreams
Proceedings of the twelfth international conference on 3D web technology
A New Seamless Multi-resolution Simplification Method for the Terrain Model
WI-IATW '07 Proceedings of the 2007 IEEE/WIC/ACM International Conferences on Web Intelligence and Intelligent Agent Technology - Workshops
Parallel view-dependent refinement of progressive meshes
Proceedings of the 2009 symposium on Interactive 3D graphics and games
CGIM '07 Proceedings of the Ninth IASTED International Conference on Computer Graphics and Imaging
On-the-fly decompression and rendering of multiresolution terrain
Proceedings of the 2010 ACM SIGGRAPH symposium on Interactive 3D Graphics and Games
Wavelets for adaptively refined 3√2-subdivision meshes
International Journal of Computers and Applications
An efficient simplification and real-time rendering algorithm for large-scale terrain
International Journal of Computer Applications in Technology
Hybrid rendering of dynamic heightfields using ray-casting and mesh rasterization
Proceedings of Graphics Interface 2010
Applying Cellular Automata and DEVS Methodologies to Digital Games: A Survey
Simulation and Gaming
Dynamic hierarchical triangulation of a clustered data stream
Computers & Geosciences
A time-controlling terrain rendering algorithm
VSMM'06 Proceedings of the 12th international conference on Interactive Technologies and Sociotechnical Systems
Perception-Guided simplification for real time navigation of very large-scale terrain environments
ICCSA'06 Proceedings of the 6th international conference on Computational Science and Its Applications - Volume Part I
Simple and fast terrain rendering using graphics hardware
ICAT'06 Proceedings of the 16th international conference on Advances in Artificial Reality and Tele-Existence
Real-time tessellation of terrain on graphics hardware
Computers & Geosciences
Journal of Computer Science and Technology - Special issue on Natural Language Processing
Real-time appearance preserving out-of-core rendering with shadows
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
Scalable parallel out-of-core terrain rendering
EG PGV'10 Proceedings of the 10th Eurographics conference on Parallel Graphics and Visualization
GPU algorithms for diamond-based multiresolution terrain processing
EG PGV'11 Proceedings of the 11th Eurographics conference on Parallel Graphics and Visualization
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Level-of-detail rendering is essential for rendering very large, detailed worlds in real-time. Unfortunately, level-of-detail computations can be expensive, creating a bottleneck at the CPU.This paper presents the CABTT algorithm, an extension to existing binary-triangle-tree-based level-of-detail algorithms. Instead of manipulating triangles, the CABTT algorithm instead operates on clusters of geometry called aggregate triangles. This reduces CPU overhead, eliminating a bottleneck common to level-of-detail algorithms. Since aggregate triangles stay fixed over several frames, they may be cached on the video card. This further reduces CPU load and fully utilizes the hardware accelerated rendering pipeline on modern video cards. These improvements result in a fourfold increase in frame rate over ROAM [7] at high detail levels. Our implementation renders an approximation of an 8 million triangle heightfield at 42 frames per second with an maximum error of 1 pixel on consumer hardware.