Watersheds in Digital Spaces: An Efficient Algorithm Based on Immersion Simulations
IEEE Transactions on Pattern Analysis and Machine Intelligence
Real-time, continuous level of detail rendering of height fields
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Real-time occlusion culling for models with large occluders
Proceedings of the 1997 symposium on Interactive 3D graphics
Visibility culling using hierarchical occlusion maps
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
Evaluation of Methods for Ridge and Valley Detection
IEEE Transactions on Pattern Analysis and Machine Intelligence
Temporally coherent conservative visibility
Selected papers from the 12th annual symposium on Computational Geometry
Rendering on a budget: a framework for time-critical rendering
VIS '99 Proceedings of the conference on Visualization '99: celebrating ten years
Occlusion horizons for driving through urban scenery
I3D '01 Proceedings of the 2001 symposium on Interactive 3D graphics
Visibility preserving terrain simplification: an experimental study
Proceedings of the eighteenth annual symposium on Computational geometry
Visualization of large terrains made easy
Proceedings of the conference on Visualization '01
Integrating occlusion culling with view-dependent rendering
Proceedings of the conference on Visualization '01
Visibility-guided simplification
Proceedings of the conference on Visualization '02
Horizon occlusion culling for real-time rendering of hierarchical terrains
Proceedings of the conference on Visualization '02
Fast Horizon Computation at All Points of a Terrain With Visibility and Shading Applications
IEEE Transactions on Visualization and Computer Graphics
Terrain Decimation through Quadtree Morphing
IEEE Transactions on Visualization and Computer Graphics
Terrain Simplification Simplified: A General Framework for View-Dependent Out-of-Core Visualization
IEEE Transactions on Visualization and Computer Graphics
Hierarchical Visibility in Terrains
Proceedings of the Eurographics Workshop on Rendering Techniques '97
Hierarchical Visibility Culling with Occlusion Trees
CGI '98 Proceedings of the Computer Graphics International 1998
Exploiting Temporal and Spatial Coherence in Hierarchical Visibility Algorithms
SCCG '01 Proceedings of the 17th Spring conference on Computer graphics
Fast and efficient rendering system for real-time terrain visualisation
International Journal of Computational Science and Engineering
Perception-Guided simplification for real time navigation of very large-scale terrain environments
ICCSA'06 Proceedings of the 6th international conference on Computational Science and Its Applications - Volume Part I
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View-dependent level-of-detail (LOD) and visibility culling are two powerful tools for accelerating the rendering of very large models in real-time visualization, especially in walkthrough of a large-scale terrain environment. In this paper, we propose a visibility-drivenContinuous LOD (CLOD) framework for terrain, which takes advantage of both techniques. The visibility determination is based on the well-known occlusion horizon algorithm. By making use of the features of the terrain extracted in pre-processing stage, a new cascading occlusion culling (COC) algorithm is proposed to cull those regions classified as invisible to current viewpoint in real time. The time consumption and storage overheads that we spend on visibility preprocessing are quite small. Visibility-driven CLOD enhances culling efficiency and improves the frame rates significantly for walkthrough of a terrain environment.