Real-Time Optimal Adaptation for Planetary Geometry and Texture: 4-8 Tile Hierarchies
IEEE Transactions on Visualization and Computer Graphics
Proceedings of the 16th ACM SIGSPATIAL international conference on Advances in geographic information systems
Lepp-bisection algorithms, applications and mathematical properties
Applied Numerical Mathematics
On-the-fly decompression and rendering of multiresolution terrain
Proceedings of the 2010 ACM SIGGRAPH symposium on Interactive 3D Graphics and Games
Multimodal fusion of biomedical data at different temporal and dimensional scales
Computer Methods and Programs in Biomedicine
Multiresolution query optimization in an online environment
APWeb'05 Proceedings of the 7th Asia-Pacific web conference on Web Technologies Research and Development
Geometry compression method for terrain rendering with GPU-based error metric
Proceedings of the 10th International Conference on Virtual Reality Continuum and Its Applications in Industry
A seamless visualizaton model of the global terrain based on the QTM
ICAT'06 Proceedings of the 16th international conference on Advances in Artificial Reality and Tele-Existence
PARA'10 Proceedings of the 10th international conference on Applied Parallel and Scientific Computing - Volume 2
Real-time appearance preserving out-of-core rendering with shadows
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
HFPaC: GPU friendly height field parallel compression
Geoinformatica
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We present a multiresolution model for terrain surfaces which is able to handle large-scale global topographic data. It is based on a hierarchical decomposition of the sphere by a recursive bisection triangulation in geographic coordinates. Error indicators allow the representation of the data at various levels of detail and enable data compression by local omission of data values. The resulting adaptive hierarchical triangulation is stored using a bit code of the underlying binary tree and additionally, relative pointers which allow a selective tree traversal. This way, it is possible to work directly on the compressed data. We show that significant compression rates can be obtained already for small threshold values. In a visualization application, adaptive triangulations which consist of hundreds of thousands of shaded triangles are extracted and drawn at interactive rates.