Translator Disclaimer
1 April 2003 Real-time rendering of large terrain using quadtree-based triangulation
Author Affiliations +
Proceedings Volume 4756, Third International Conference on Virtual Reality and Its Application in Industry; (2003) https://doi.org/10.1117/12.497669
Event: Third International Conference on Virtual Reality and Its Application in Industry, 2002, Hangzhou, China
Abstract
Terrain visualization plays an important role in the fast growing domain of Geographic Information System (GIS) and Virtual Reality (VR). How to render terrain in real-time is a hot issue in recent years, and many algorithms of terrain refinement and simplification have appeared. In this paper, an improved terrain refinement method is represented. This algorithm is based on quadtree triangulation. We enhance the sorting and triangulating process. The algorithm adopts view dependent error metric and view frustum culling to acquire considerable better performance. By implementing the algorithm and analyzing the results from experiment, we conclude that this algorithm is practical and applicative in terrain visualization system.
© (2003) COPYRIGHT Society of Photo-Optical Instrumentation Engineers (SPIE). Downloading of the abstract is permitted for personal use only.
Kefei You, Jinwen Tian, and Jian Liu "Real-time rendering of large terrain using quadtree-based triangulation", Proc. SPIE 4756, Third International Conference on Virtual Reality and Its Application in Industry, (1 April 2003); https://doi.org/10.1117/12.497669
PROCEEDINGS
7 PAGES


SHARE
Advertisement
Advertisement
Back to Top