Accurate triangulations of deformed, intersecting surfaces
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
On levels of detail in terrains
Proceedings of the eleventh annual symposium on Computational geometry
Hierarchical triangulation for multiresolution surface description
ACM Transactions on Graphics (TOG)
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
Computational geometry: algorithms and applications
Computational geometry: algorithms and applications
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
The Quadtree and Related Hierarchical Data Structures
ACM Computing Surveys (CSUR)
Using semi-regular 4-8 meshes for subdivision surfaces
Journal of Graphics Tools
Visualization of large terrains made easy
Proceedings of the conference on Visualization '01
Variable Resolution Terrain Surfaces
Proceedings of the 8th Canadian Conference on Computational Geometry
Incremental view-dependent multiresolution triangulation of terrain
PG '97 Proceedings of the 5th Pacific Conference on Computer Graphics and Applications
FastMesh: Efficient View-Dependent Meshing
PG '01 Proceedings of the 9th Pacific Conference on Computer Graphics and Applications
Confetti: Object-Space Point Blending and Splatting
IEEE Transactions on Visualization and Computer Graphics
Planet-Sized Batched Dynamic Adaptive Meshes (P-BDAM)
Proceedings of the 14th IEEE Visualization 2003 (VIS'03)
An Exact Closed-Form Formula for d-Dimensional Quadtree Decomposition of Arbitrary Hyperrectangles
IEEE Transactions on Knowledge and Data Engineering
Level of detail for terrain geometry images
AFRIGRAPH '07 Proceedings of the 5th international conference on Computer graphics, virtual reality, visualisation and interaction in Africa
Programming and Computing Software
A new method for quadtree triangulation
ACMOS'07 Proceedings of the 9th WSEAS international conference on Automatic control, modelling and simulation
A new non-symmetry and anti-packing model and its application to image contrast enhancement
Computers and Electrical Engineering
Four-triangles adaptive algorithms for RTIN terrain meshes
Mathematical and Computer Modelling: An International Journal
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Interactive visualization of large digital elevation models is of continuing interest in scientific visualization, GIS, and virtual reality applications. Taking advantage of the regular structure of grid digital elevation models, efficient hierarchical multiresolution triangulation and adaptive level-of-detail (LOD) rendering algorithms have been developed for interactive terrain visualization. Despite the higher triangle count, these approaches generally outperform mesh simplification methods that produce irregular triangulated network (TIN) based LOD representations. In this project we combine the advantage of a TIN based mesh simplification preprocess with high-performance quadtree based LOD triangulation and rendering at run-time. This approach, called QuadTIN, generates an efficient quadtree triangulation hierarchy over any irregular point set that may originate from irregular terrain sampling or from reducing oversampling in high-resolution grid digital elevation models.