Title of article
View-dependent fast real-time generating algorithm for large-scale terrain
Author/Authors
Jin، نويسنده , , Hai-liang and Lu، نويسنده , , Xiaoping and Liu، نويسنده , , Hui-jie، نويسنده ,
Issue Information
روزنامه با شماره پیاپی سال 2009
Pages
5
From page
1147
To page
1151
Abstract
In order to eliminate the popping effect of switching among levels of detail and to increase the frame rates with high image quality during the fly-through of large-scale terrain, this paper put forward a new bottom-up modeling strategy, which constructed simplified terrain triangle mesh globally and updated mesh nodes dynamically. Employed hybrid culling technique based on blocks and triangle faces and simplified computing method for screen-space errors to select appropriate terrain nodes rapidly. Then updated the Delaunay terrain mesh by adding nodes, deleting nodes and modifying locally. At the same time achieved self-adaptive control for screen-space error tolerance during the terrain fly-through. Results of simulation experiments demonstrate that the algorithm eliminates popping effect effectively, and has a higher frame rate compared with other algorithms. So it is particularly suitable for close-distance fly-through simulation of large-scale terrain.
Keywords
view-dependent , Real-time visualization , large-scale terrain
Journal title
Procedia Earth and Planetary Science
Serial Year
2009
Journal title
Procedia Earth and Planetary Science
Record number
2319560
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