Hierarchical image caching for accelerated walkthroughs of complex environments
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
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
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
LOD-sprite technique for accelerated terrain rendering
VIS '99 Proceedings of the conference on Visualization '99: celebrating ten years
Conservative volumetric visibility with occluder fusion
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
HLODs for faster display of large static and dynamic environments
I3D '01 Proceedings of the 2001 symposium on Interactive 3D graphics
Hierarchical Visibility in Terrains
Proceedings of the Eurographics Workshop on Rendering Techniques '97
Incremental view-dependent multiresolution triangulation of terrain
PG '97 Proceedings of the 5th Pacific Conference on Computer Graphics and Applications
A Survey of Polygonal Simplification Algorithms
A Survey of Polygonal Simplification Algorithms
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
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Though considerable progress has been made with the view-dependent techniques in terrain visualization, the CPU overhead still precludes their wide application in many domains. The calculation complexity of view-dependent techniques mainly involves the calculation of node screen space error every frame, including the time-consuming screen space projection, the number of nodes whose projection error remains to be updated, and the evaluation of the valid life of the projection error. In this paper we introduce block-priority-based traversal of quadtree for reducing the traversal complexity and propose view-angle-based error metrics. Thus we successfully speed up the valid life evaluation of projection error by means of calculating the spatial relation between the viewpoint and a simplified split zone. In addition, constant frame rate has been achieved by scaling the split zone accordingly. Corresponding experimental results have shown that our methods can real-time render large scale terrain on a low-cost PC so as to satisfy the demand of most applications in this way.