Hierarchical triangulation using cartographic coherence
CVGIP: Graphical Models and Image Processing
Minimum vertex hulls for polyhedral domains
Theoretical Computer Science - Selected papers of the 7th Annual Symposium on theoretical aspects of computer science (STACS '90) Rouen, France, February 1990
Separation and approximation of polyhedral objects
SODA '92 Proceedings of the third annual ACM-SIAM symposium on Discrete algorithms
Dynamic ray shooting and shortest paths via balanced geodesic triangulations
SCG '93 Proceedings of the ninth annual symposium on Computational geometry
Almost optimal set covers in finite VC-dimension: (preliminary version)
SCG '94 Proceedings of the tenth annual symposium on Computational geometry
Efficient piecewise-linear function approximation using the uniform metric: (preliminary version)
SCG '94 Proceedings of the tenth annual symposium on Computational geometry
Computational geometry in C
Spatial data representations for rapid visualization and analysis
Spatial data representations for rapid visualization and analysis
On levels of detail in terrains
Proceedings of the eleventh annual symposium on Computational geometry
Hierarchical geometric approximations
Hierarchical geometric approximations
Surface approximation and geometric partitions
SODA '94 Proceedings of the fifth annual ACM-SIAM symposium on Discrete algorithms
A Pyramidal Data Structure for Triangle-Based Surface Description
IEEE Computer Graphics and Applications
Algorithms for Polytope Covering and Approximation
WADS '93 Proceedings of the Third Workshop on Algorithms and Data Structures
WADS '95 Proceedings of the 4th International Workshop on Algorithms and Data Structures
Automatic extraction of Irregular Network digital terrain models
SIGGRAPH '79 Proceedings of the 6th annual conference on Computer graphics and interactive techniques
Hierarchical triangulation using terrain features
VIS '90 Proceedings of the 1st conference on Visualization '90
Optimizing triangulations by curvature equalization
VIS '92 Proceedings of the 3rd conference on Visualization '92
ROAMing terrain: real-time optimally adapting meshes
VIS '97 Proceedings of the 8th conference on Visualization '97
Greedy cuts: an advancing front terrain triangulation algorithm
Proceedings of the 6th ACM international symposium on Advances in geographic information systems
An efficient algorithm for terrain simplification
SODA '97 Proceedings of the eighth annual ACM-SIAM symposium on Discrete algorithms
Visibility preserving terrain simplification: an experimental study
Proceedings of the eighteenth annual symposium on Computational geometry
A memory insensitive technique for large model simplification
Proceedings of the conference on Visualization '01
Locally Toleranced Surface Simplification
IEEE Transactions on Visualization and Computer Graphics
Visibility preserving terrain simplification: an experimental study
Computational Geometry: Theory and Applications - Special issue on the 18th annual symposium on computational geometrySoCG2002
Adaptive 4-8 Texture Hierarchies
VIS '04 Proceedings of the conference on Visualization '04
Real-Time Optimal Adaptation for Planetary Geometry and Texture: 4-8 Tile Hierarchies
IEEE Transactions on Visualization and Computer Graphics
Fast and efficient rendering system for real-time terrain visualisation
International Journal of Computational Science and Engineering
Hi-index | 0.00 |
Proposes a new approach to the automatic generation of triangular irregular networks (TINs) from dense terrain models. We have developed and implemented an algorithm based on the greedy principle used to compute minimum-link paths in polygons. Our algorithm works by taking greedy cuts ("bites") out of a simple closed polygon that bounds the yet-to-be triangulated region. The algorithm starts with a large polygon, bounding the whole extent of the terrain to be triangulated, and works its way inward, performing at each step one of three basic operations: ear cutting, greedy biting, and edge splitting. We give experimental evidence that our method is competitive with current algorithms and has the potential to be faster and to generate many fewer triangles. Also, it is able to keep the structural terrain fidelity at almost no extra cost in running time and it requires very little memory beyond that for the input height array.