2005
DOI: 10.1109/tvcg.2005.65
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Real-time optimal adaptation for planetary geometry and texture: 4-8 tile hierarchies

Abstract: Abstract-The realtime display of huge geometry and imagery databases involves view-dependent approximations, typically through the use of precomputed hierarchies that are selectively refined at runtime. A classic motivating problem is terrain visualization, in which planetary databases involving billions of elevation and color values are displayed on PC graphics hardware at high frame rates. This paper introduces a new diamond data structure for the basic selective-refinement processing, which is a streamlined… Show more

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Cited by 43 publications
(48 citation statements)
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“…This method has been optimized later for remote visualization (Bettio, 2007). Hwa et al in (Hwa, 2005) used GPU-based geometry morphing to render terrain patches of different resolutions from out-of-core multiresolution data structures. In (Lindstrom, 2010), lossless compression for GPU-based decompression is considered.…”
Section: Related Workmentioning
confidence: 99%
“…This method has been optimized later for remote visualization (Bettio, 2007). Hwa et al in (Hwa, 2005) used GPU-based geometry morphing to render terrain patches of different resolutions from out-of-core multiresolution data structures. In (Lindstrom, 2010), lossless compression for GPU-based decompression is considered.…”
Section: Related Workmentioning
confidence: 99%
“…Most GPU-based level-of-detail algorithms were designed for height fields and terrain data sets [25][26][27][28][29][30][31]. Little work has been done to deal with general 3D models.…”
Section: Related Workmentioning
confidence: 99%
“…Hwa et al modernized [5] a well-known but already obsolete Real-time Optimally-Adapting Meshes (ROAM) algorithm [6], therefore their contribution is referred to as ROAM 2.0. A similar approach is also the RUSTiC algorithm [7] but ROAM 2.0 is more advanced.…”
Section: Roam 20mentioning
confidence: 99%