Large scale terrain visualization using the restricted quadtree triangulation
Renato Pajarola
- 18 Oct 1998
- pp 19-26
TL;DR: An all-in-one visualization system which integrates adaptive triangulation, dynamic scene management and spatial data handling and new algorithms of restricted quadtree triangulated surfaces are described.
read more
Abstract: Real-time rendering of triangulated surfaces has attracted growing interest in the last few years. However, interactive visualization of very large scale grid digital elevation models is still difficult. The graphics load must be controlled by adaptive surface triangulation and by taking advantage of different levels of detail. Furthermore, management of the visible scene requires efficient access to the terrain database. We describe an all-in-one visualization system which integrates adaptive triangulation, dynamic scene management and spatial data handling. The triangulation model is based on the restricted quadtree triangulation. Furthermore, we present new algorithms of restricted quadtree triangulation. These include among others exact error approximation, progressive meshing, performance enhancements and spatial access.
read more
Chat with Paper
AI Agents for this Paper
Find similar papers on Google Scholar, PubMed and Arxiv
Write a critical review of this paper
Analyze citations of this paper to find unaddressed research gaps
Citations
•Book
Level of Detail for 3D Graphics
David Luebke,Martin Reddy,Jonathan D. Cohen,Amitabh Varshney,Benjamin Watson,Robert Huebner +5 more
- 28 Mar 2012
TL;DR: Level of Detail for 3D Graphics brings together, for the first time, the mechanisms, principles, practices, and theory needed by every graphics developer seeking to apply LOD methods.
831
Geometry clipmaps: terrain rendering using nested regular grids
Frank Losasso,Hugues Hoppe +1 more
- 01 Aug 2004
TL;DR: The geometry clipmap is introduced, which caches the terrain in a set of nested regular grids centered about the viewer, which allows interactive flight at 60 frames/sec and allows two new exciting real-time functionalities: decompression and synthesis.
497
Terrain simplification simplified: a general framework for view-dependent out-of-core visualization
Peter Lindstrom,Valerio Pascucci +1 more
TL;DR: It is shown that visualization of gigabyte-size data sets can be realized even on low-end, commodity PCs without the need for complicated and explicit data paging techniques, by virtue of dramatic improvements in multilevel cache coherence.
352
Big data, bigger dilemmas: A critical review
Hamid R. Ekbia,Michael Mattioli,Inna Kouper,G. Arave,Ali Ghazinejad,Timothy D. Bowman,Venkata Ratandeep Suri,Andrew Tsou,Scott Weingart,Cassidy R. Sugimoto +9 more
- 01 Aug 2015
TL;DR: The recent interest in Big Data has generated a broad range of new academic, corporate, and policy practices along with an evolving debate among its proponents, detractors, and skeptics.
Large scale terrain visualization using the restricted quadtree triangulation
Renato Pajarola
- 01 Jan 1998
TL;DR: An all-in-one visualization system which integrates adaptive triangulation, dynamic scene management and spatial data handling and new algorithms of restricted quadtree triangulated surfaces are described.
259
References
Algorithms for the reduction of the number of points required to represent a digitized line or its caricature
TL;DR: In this paper, two algorithms to reduce the number of points required to represent the line and, if desired, produce caricatures are presented and compared with the most promising methods so far suggested.
4.3K
Progressive meshes
Hugues Hoppe
- 01 Aug 1996
TL;DR: The progressive mesh (PM) representation is introduced, a new scheme for storing and transmitting arbitrary triangle meshes that addresses several practical problems in graphics: smooth geomorphing of level-of-detail approximations, progressive transmission, mesh compression, and selective refinement.
The Quadtree and Related Hierarchical Data Structures
TL;DR: L'accentuation est mise sur la representation de donnees dans les applications de traitement d'images, d'infographie, les systemes d'informations geographiques and the robotique.
•Proceedings Article
Continuous level of detail rendering of height fields
Peter Lindstrom,David Koller,L. E Hodges W. Ribarsky,Nickolas L. Faust,Gregory A. Turner +4 more
- 01 Jan 1996
TL;DR: In this article, a coarse level of simplification is performed to select discrete levels of detail for blocks of the surface mesh, followed by further simplification through repolygonalization in which individual mesh vertices are considered for removal.
787
Large scale terrain visualization using the restricted quadtree triangulation
Renato Pajarola
- 01 Jan 1998
TL;DR: An all-in-one visualization system which integrates adaptive triangulation, dynamic scene management and spatial data handling and new algorithms of restricted quadtree triangulated surfaces are described.
259
Related Papers (5)
Frank Losasso,Hugues Hoppe +1 more
- 01 Aug 2004
[...]
Hugues Hoppe
- 01 Aug 1996
Hugues Hoppe
- 03 Aug 1997