TY - GEN
T1 - Block and quadtree based simplification in tiled blocks terrain algorithms
AU - Leitao, Ivo
AU - Carmo, Beatriz
N1 - Copyright:
Copyright 2009 Elsevier B.V., All rights reserved.
PY - 2009
Y1 - 2009
N2 - With the advent of modern graphic.processors,rendering a complex terrain in real time was suddenly possible.However the constant struggle between rendering quality and real time performance is stili demanding more that we can actu8.11y get.Terrains are a prime example of that,the sheer amount of geometry and the constant need to achieve higher standards in image quality are always taking the graphical processors to their limits.Level of detail techniques,are therefore very important in this area and were used in multiple algorithms through the ycars.Tiled blocks are a category of terrain algorithms where the terrain is partitioned into square patches that are tessellated at different resolutions.This paper describes and compares two of the most comrion approaches used in the simplification process:block based simplification,where the simplification is local to the block,and quadtree based simplification, which uses the spatial partitioning principle of the quadtree to perform the simplification.
AB - With the advent of modern graphic.processors,rendering a complex terrain in real time was suddenly possible.However the constant struggle between rendering quality and real time performance is stili demanding more that we can actu8.11y get.Terrains are a prime example of that,the sheer amount of geometry and the constant need to achieve higher standards in image quality are always taking the graphical processors to their limits.Level of detail techniques,are therefore very important in this area and were used in multiple algorithms through the ycars.Tiled blocks are a category of terrain algorithms where the terrain is partitioned into square patches that are tessellated at different resolutions.This paper describes and compares two of the most comrion approaches used in the simplification process:block based simplification,where the simplification is local to the block,and quadtree based simplification, which uses the spatial partitioning principle of the quadtree to perform the simplification.
KW - Level-of-detail
KW - Spatial and temporal coherence
KW - Terrain rendering algorithms
UR - http://www.scopus.com/inward/record.url?scp=67650519162&partnerID=8YFLogxK
M3 - Conference contribution
AN - SCOPUS:67650519162
SN - 9789898111678
T3 - GRAPP 2009 - Proceedings of the 4th International Conference on Computer Graphics Theory and Applications
SP - 205
EP - 210
BT - GRAPP 2009 - Proceedings of the 4th International Conference on Computer Graphics Theory and Applications
T2 - 4th International Conference on Computer Graphics Theory and Applications, GRAPP 2009
Y2 - 5 January 2009 through 8 January 2009
ER -