Real-time, continuous level of detail rendering of height fields
SIGGRAPH '96 Proceedings of the 23rd 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
The art of computer programming, volume 3: (2nd ed.) sorting and searching
The art of computer programming, volume 3: (2nd ed.) sorting and searching
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Large scale terrain visualization using the restricted quadtree triangulation
Proceedings of the conference on Visualization '98
Smooth view-dependent level-of-detail control and its application to terrain rendering
Proceedings of the conference on Visualization '98
Texturing techniques for terrain visualization
Proceedings of the conference on Visualization '00
Using semi-regular 4-8 meshes for subdivision surfaces
Journal of Graphics Tools
Visualization of large terrains made easy
Proceedings of the conference on Visualization '01
Fast view-dependent level-of-detail rendering using cached geometry
Proceedings of the conference on Visualization '02
Terrain Simplification Simplified: A General Framework for View-Dependent Out-of-Core Visualization
IEEE Transactions on Visualization and Computer Graphics
SIGGRAPH '83 Proceedings of the 10th annual conference on Computer graphics and interactive techniques
Automatic generation of triangular irregular networks using greedy cuts
VIS '95 Proceedings of the 6th conference on Visualization '95
Right Triangular Irregular Networks
Right Triangular Irregular Networks
Planet-Sized Batched Dynamic Adaptive Meshes (P-BDAM)
Proceedings of the 14th IEEE Visualization 2003 (VIS'03)
Real-Time Optimal Adaptation for Planetary Geometry and Texture: 4-8 Tile Hierarchies
IEEE Transactions on Visualization and Computer Graphics
GoLD: interactive display of huge colored and textured models
ACM SIGGRAPH 2005 Papers
Enabling scientific workflows in virtual reality
Proceedings of the 2006 ACM international conference on Virtual reality continuum and its applications
Adaptive quasi-interpolating quartic splines
Computing - Geometric Modelling, Dagstuhl 2008
An efficient simplification and real-time rendering algorithm for large-scale terrain
International Journal of Computer Applications in Technology
Interactive rendering of massive terrains on PC clusters
EUROVIS'05 Proceedings of the Seventh Joint Eurographics / IEEE VGTC conference on Visualization
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We address the texture level-of-detail problem for extremely large surfaces such as terrain during realtime, view-dependent rendering. A novel texture hierarchy is introduced based on 4-8 refinement of raster tiles, in which the texture grids in effect rotate 45 degrees for each level of refinement. This hierarchy provides twice as many levels of detail as conventional quadtree-style refinement schemes such as mipmaps, and thus provides per-pixel view-dependent filtering that is twice as close to the ideal cutoff frequency for an average pixel. Because of this more gradual change in low-pass filtering, and due to the more precise emulation of the ideal cutoff frequency, we find in practice that the transitions between texture levels of detail are not perceptible. This allows rendering systems to avoid the complexity and performance costs of per-pixel blending between texture levels of detail. The 4-8 texturing scheme is integrated into a variant of the Real-time Optimally Adapting Meshes (ROAM) algorithm for viewdependent multiresolution mesh generation. Improvements to ROAM included here are: the diamond data structure as a stream-lined replacement for the triangle bintree elements, the use of low-pass- filtered geometry patches in place of individual triangles, integration of 4-8 textures, and a simple out-of-core data access mechanism for texture and geometry tiles.