An introduction to splines for use in computer graphics & geometric modeling
An introduction to splines for use in computer graphics & geometric modeling
Reconstruction and representation of 3D objects with radial basis functions
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Smooth approximation and rendering of large scattered data sets
Proceedings of the conference on Visualization '01
Scattered Data Interpolation with Multilevel B-Splines
IEEE Transactions on Visualization and Computer Graphics
Adaptive smooth scattered-data approximation for large-scale terrain visualization
VISSYM '03 Proceedings of the symposium on Data visualisation 2003
Scattered Data Techniques for Surfaces
DAGSTUHL '97 Proceedings of the Conference on Scientific Visualization
A two-dimensional interpolation function for irregularly-spaced data
ACM '68 Proceedings of the 1968 23rd ACM national conference
Multi-level partition of unity implicits
ACM SIGGRAPH 2003 Papers
Constructing a dem from grid-based data by computing intermediate contours
GIS '03 Proceedings of the 11th ACM international symposium on Advances in geographic information systems
Surface Rendering for Parallel Slices of Contours from Medical Imaging
Computing in Science and Engineering
Terrain modeling: a constrained fractal model
AFRIGRAPH '07 Proceedings of the 5th international conference on Computer graphics, virtual reality, visualisation and interaction in Africa
Journal of Computational Physics
Evolution of artificial terrains for video games based on accessibility
EvoApplicatons'10 Proceedings of the 2010 international conference on Applications of Evolutionary Computation - Volume Part I
Hi-index | 0.00 |
This paper presents a fast algorithm for smooth digital elevation model interpolation and approximation from scattered elevation data. The global surface is reconstructed by subdividing it into overlapping local subdomains using a perfectly balanced binary tree. In each tree leaf, a smooth local surface is reconstructed using radial basis functions. Finally a hierarchical blending is done to create the final C1-continuous surface using a family of functions called Partition of Unity. We present two terrain data sets and show that our method is robust since the number of data points in the Partition of Unity blending areas is explicitly specified.