Real-time terrain rendering using smooth hardware optimized level of detail

被引:0
作者
Larsen, BD [1 ]
Christensen, NJ [1 ]
机构
[1] Tech Univ Denmark, DK-2800 Lyngby, Denmark
来源
WSCG'2003, VOL 11, NO 2, CONFERENCE PROCEEDINGS | 2003年
关键词
terrain; viewing algorithms; frame-to-frame coherence; multiresolution modelling; continuous level of detail;
D O I
暂无
中图分类号
TP18 [人工智能理论];
学科分类号
081104 ; 0812 ; 0835 ; 1405 ;
摘要
We present a method for real-time level of detail reduction that is able to display high-complexity polygonal surface data. A compact and efficient regular grid representation is used. The method is optimized for modern, low-end consumer 3D graphics cards. We avoid sudden changes of the geometry - also known as I popping', when reducing the geometry by exploiting the low-level hardware programmability in order to maintain interactive framerates. Terrain models are repolygonized in order to minimizing the visible error. Furthermore, the method minimizes CPU usage during rendering and requires minimal pre-processing. We believe that this is the first time that a smooth level of detail has been implemented in commodity hardware.
引用
收藏
页码:282 / 289
页数:8
相关论文
empty
未找到相关数据