Fast view-dependent level-of-detail rendering using cached geometry
Proceedings of the conference on Visualization '02
Compressing Multiresolution Triangle Meshes
SSTD '01 Proceedings of the 7th International Symposium on Advances in Spatial and Temporal Databases
Representing Vertex-Based Simplicial Multi-complexes
Digital and Image Geometry, Advanced Lectures [based on a winter school held at Dagstuhl Castle, Germany in December 2000]
Representing vertex-based simplicial multi-complexes
Digital and image geometry
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
Hierarchical triangular patches for terrain rendering with their matching blocks
Proceedings of the 3rd international conference on Digital Interactive Media in Entertainment and Arts
Optimization of quadtree triangulation for terrain models
ACIVS'07 Proceedings of the 9th international conference on Advanced concepts for intelligent vision systems
A new method for quadtree triangulation
ACMOS'07 Proceedings of the 9th WSEAS international conference on Automatic control, modelling and simulation
Implementation and optimization issues of the triangular patch-based terrain system
ICEC'07 Proceedings of the 6th international conference on Entertainment Computing
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We describe a hierarchical data structure for representing a digital terrain (height field) which contains approximations of the terrain at different levels of detail. The approximations are based on triangulations of the underlying two-dimensional space using right-angled triangles. The methods we discuss allow the approximation to precisely represent the surface in certain areas while coarsely approximating the surface in others. Thus, for example, the area close to an observer may be represented with greater detail than areas which lie outside their field of view. We discuss the application of this hierarchical data structure to the problem of interactive terrain visualization. We point out some of the advantages of this method in terms of memory usage and speed.