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Survey of semi-regular multiresolution models for interactive terrain rendering

delete2007-06-13
delete132
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OA
AI
R
Renato Pajarola *
E
Enrico Gobbetti
DOI:10.1007/s00371-007-0163-2delete
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摘要

摘要

En 中文
Rendering high quality digital terrains at interactive rates requires carefully crafted algorithms and data structures able to balance the competing requirements of realism and frame rates, while taking into account the memory and speed limitations of the underlying graphics platform. In this survey, we analyze multiresolution approaches that exploit a certain semi-regularity of the data. These approaches have produced some of the most efficient systems to date. After providing a short background and motivation for the methods, we focus on illustrating models based on tiled blocks and nested regular grids, quadtrees and triangle bin-trees triangulations, as well as cluster-based approaches. We then discuss LOD error metrics and system-level data management aspects of interactive terrain visualization, including dynamic scene management, out-of-core data organization and compression, as well as numerical accuracy.
Keyword:
terrain rendering
multiresolution triangulation
semi-regular meshes

期刊

Visual Computer 封面图
Visual Computer
IF:
2.9
论文数:
4.6K
被引数:
6.5K

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