2007
DOI: 10.1007/s00371-007-0163-2
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Survey of semi-regular multiresolution models for interactive terrain rendering

Abstract: 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 multi-resolution 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 motivatio… Show more

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Cited by 140 publications
(82 citation statements)
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References 46 publications
(196 reference statements)
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“…drainage and ridge network) that are extracted from the terrain model. As for the generalisation of multi-resolution terrain, Pajarola pointed out that terrain geometry can be easily generalised for smooth view-dependent rendering, as connected triangular irregular networks (TIN) and grid structures can be simplified using many techniques (Pajarola, 2007), for instance, line simplification method applied to terrain (Fei, 2009). …”
Section: Addition / Aggregation / Generalisationmentioning
confidence: 99%
“…drainage and ridge network) that are extracted from the terrain model. As for the generalisation of multi-resolution terrain, Pajarola pointed out that terrain geometry can be easily generalised for smooth view-dependent rendering, as connected triangular irregular networks (TIN) and grid structures can be simplified using many techniques (Pajarola, 2007), for instance, line simplification method applied to terrain (Fei, 2009). …”
Section: Addition / Aggregation / Generalisationmentioning
confidence: 99%
“…Terrain geometry can be easily generalized for smooth, view-dependent rendering, as connected triangular irregular networks (TIN) and grid structures can be simplified using many techniques [25]. On the other hand, buildings, as salient city objects, draw the most attention of researchers [26,27].…”
Section: Generalizationmentioning
confidence: 99%
“…Therefore, hierarchical data structures such as quadtrees are necessary to manage the data and to form the base of a Level of Detail (LOD) method applied during rendering [2].…”
Section: Frameworkmentioning
confidence: 99%