Block and quadtree based simplification in tiled blocks terrain algorithms

Ivo Leitao*, Beatriz Carmo

*Corresponding author for this work

Research output: Chapter in Book/Report/Conference proceedingConference contributionpeer-review

1 Citation (Scopus)

Abstract

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.
Original languageEnglish
Title of host publicationGRAPP 2009 - Proceedings of the 4th International Conference on Computer Graphics Theory and Applications
Pages205-210
Number of pages6
Publication statusPublished - 2009
Externally publishedYes
Event4th International Conference on Computer Graphics Theory and Applications, GRAPP 2009 - Lisboa, Portugal
Duration: 5 Jan 20098 Jan 2009

Publication series

NameGRAPP 2009 - Proceedings of the 4th International Conference on Computer Graphics Theory and Applications

Conference

Conference4th International Conference on Computer Graphics Theory and Applications, GRAPP 2009
Country/TerritoryPortugal
CityLisboa
Period5/01/098/01/09

Keywords

  • Level-of-detail
  • Spatial and temporal coherence
  • Terrain rendering algorithms

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