Open AccessJournal Article
A LOD Terrain Rendering Algorithm based on Quad-tree
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TL;DR: A LOD(Level of Detail) terrain rendering algorithm based on quad-tree was proposed and multi-resolution terrain mesh rendering was realized, proving that the algorithm is better than Lindstrom's in space, efficiency and reality.
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Abstract: In order to solve the problem of high ram space cost and low efficiency in outdoor scenery rendering in 3D games, a LOD(Level of Detail) terrain rendering algorithm based on quad-tree was proposed and multi-resolution terrain mesh rendering was realized.A method of quad-tree grid was used which stored sharing vertexes exclusively.The technique of procedural texture synthesis was applied into multi-texture mapping to simulate the real terrain effect including various physiognomies.Experimental results proved that the algorithm is better than Lindstrom's in space,efficiency and reality.
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Citations
A simplification method for grid-based DEM using topological hierarchies
TL;DR: In this paper, a novel method is designed based on multi-resolution Morse complex for terrain simplification, which can not only retain the main terrain structural characteristics, but also offer better simplification precision.
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