High-quality networked terrain rendering from compressed bitstreams
Proceedings of the twelfth international conference on 3D web technology
Geometric compression of a quadrilateral mesh
Computers & Mathematics with Applications
On-the-fly decompression and rendering of multiresolution terrain
Proceedings of the 2010 ACM SIGGRAPH symposium on Interactive 3D Graphics and Games
HFPaC: GPU friendly height field parallel compression
Geoinformatica
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We propose a real-time terrain visualization algorithm combined with wavelet-based compression. Our approach updates a surface mesh model in real time by using wavelet coefficients and height data decoded from a compressed bitstream. To achieve this, a new mesh approximation method using restricted quadtree triangulation is designed on the basis of wavelet coefficients representing surface complexity. Also, a wavelet-based compression having a multiresolution structure is introduced to handle large terrain data interactively. Simulation results demonstrate that the proposed algorithm is prospective for applications in a network environment where narrow bandwidth and low computational power are usually allowed.