Dynamic 3D maps as visual interfaces for spatio-temporal data
Proceedings of the 8th ACM international symposium on Advances in geographic information systems
Texturing techniques for terrain visualization
Proceedings of the conference on Visualization '00
IEEE Transactions on Visualization and Computer Graphics
A generalization of quad-trees applied to image coding
Integrated Computer-Aided Engineering
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The approximation tree is a hybrid, hierarchical data structure for real-time terrain visualization which represents both geometry data and texture data of a terrain in a hierarchical manner. This framework can integrate different multiresolution modeling techniques operating on different types of data sets such as TINs, regular grids, and non-regular grids. An approximation tree recursively aggregates terrain patches which reference geometry data and texture data. The rendering algorithm selects patches based on a geometric approximation error and a texture approximation error. Terrain shading and thematic texturing, which can be generated in a preprocessing step, improve the visual quality of level of detail models and eliminate the defects resulting from a Gouraud shaded geometric model since they do not depend on the current (probably reduced) geometry. The approximation tree can be implemented efficiently using object-oriented design principles. A case study for cartographic landscape visualization illustrates the use of approximation trees.