Hierarchical triangulation using cartographic coherence
CVGIP: Graphical Models and Image Processing
Height distributional distance transform methods for height field ray tracing
ACM Transactions on Graphics (TOG)
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
Temporal continuity of levels of detail in Delaunay triangulated terrain
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
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
Interactive display of very large textures
Proceedings of the conference on Visualization '98
A Real-Time Photo-Realistic Visual Flythrough
IEEE Transactions on Visualization and Computer Graphics
Horizon occlusion culling for real-time rendering of hierarchical terrains
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
Feature-Based Visibility-Driven CLOD for Terrain
PG '03 Proceedings of the 11th Pacific Conference on Computer Graphics and Applications
Optimization of quadtree triangulation for terrain models
ACIVS'07 Proceedings of the 9th international conference on Advanced concepts for intelligent vision systems
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
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
Interactive rendering of massive terrains on PC clusters
EUROVIS'05 Proceedings of the Seventh Joint Eurographics / IEEE VGTC conference on Visualization
Voxel column culling: occlusion culling for large terrain models
EGVISSYM'01 Proceedings of the 3rd Joint Eurographics - IEEE TCVG conference on Visualization
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We present a new terrain decimation technique called a Quadtree Morph, or Q-morph. The new approach eliminates the usual popping artifacts associated with polygon reduction, replacing them with less objectionable smooth morphing. We show that Q-morphing is fast enough to create a view-dependent terrain model for each frame in an interactive environment. In contrast to most Geomorph algorithms, Q-morphing does not use a time step to interpolate between geometric configurations. Instead, the geometry motion in a Q-morph is based solely on the position of the viewer.