Simultaneous generation of stereoscopic views
Computer Graphics Forum
Fast stereoscopic images with ray-traced volume rendering
VVS '94 Proceedings of the 1994 symposium on Volume visualization
Real-time, continuous level of detail rendering of height fields
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Proceedings of the 7th conference on Visualization '96
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
Cracking the cracking problem with Coons patches
VIS '99 Proceedings of the conference on Visualization '99: celebrating ten years
The Quadtree and Related Hierarchical Data Structures
ACM Computing Surveys (CSUR)
Optimized view frustum culling algorithms for bounding boxes
Journal of Graphics Tools
Tutorial: Time-Multiplexed Stereoscopic Computer Graphics
IEEE Computer Graphics and Applications
Modeling and visualization of complex geometric environments
Geometric modeling
View-dependent simplification of complex urban scenes using weighted quadtrees
ICAT'06 Proceedings of the 16th international conference on Advances in Artificial Reality and Tele-Existence
Hierarchical contribution culling for fast rendering of complex scenes
PSIVT'06 Proceedings of the First Pacific Rim conference on Advances in Image and Video Technology
Multidimensional Systems and Signal Processing
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Visualization of large geometric environments has always been an important problem of computer graphics. In this paper, we present a framework for the stereoscopic view-dependent visualization of large scale terrain models. We use a quadtree based multiresolution representation for the terrain data. This structure is queried to obtain the view-dependent approximations of the terrain model at different levels of detail. In order not to lose depth information, which is crucial for the stereoscopic visualization, we make use of a different simplification criterion, namely, distance-based angular error threshold. We also present an algorithm for the construction of stereo pairs in order to speed up the view-dependent stereoscopic visualization. The approach we use is the simultaneous generation of the triangles for two stereo images using a single draw-list so that the view frustum culling and vertex activation is done only once for each frame. The cracking problem is solved using the dependency information stored for each vertex. We eliminate the popping artifacts that can occur while switching between different resolutions of the data using morphing. We implemented the proposed algorithms on personal computers and graphics workstations. Performance experiments show that the second eye image can be produced approximately 45 percent faster than drawing the two images separately and a smooth stereoscopic visualization can be achieved at interactive frame rates using continuous multiresolution representation of height fields.