This work introduces a new hierarchical structure to interactively visualize large terrains. Mainly two different approaches have been used in terrain visualization: algorithms based on regular structures (providing a natural frustum culling) and algorithms that use irreg-ular meshes highly adapted to terrain features such as ridges and crests. In this work, we present a new structure which combines the advantages of a quadtree with an adaptive irregular triangulation. With the quadtree it is possible to achieve very fast frustum culling with a global hierarchical level of detail (LOD) decision, while the irregular mesh, well adapted to the terrain, provides a local LOD decision. QLOD enables efcient mesh extraction, representing the terrai...
International audienceWe present a method to populate very large terrains with very detailed feature...
We present a new approach for managing the multiresolution representation of discrete topographic su...
Real-time rendering of large-scale terrains is a difficult problem and remains an active field of re...
Real-time rendering and multiresolution modeling of triangulated surfaces has attracted growing inte...
The following paper proposes an alternative approach to the real-time adaptive triangulation problem...
Real-time rendering of triangulated surfaces has attracted growing interest in the last few years. H...
Interactive visualisation of triangulated terrain surfaces is still a problem for virtual reality sy...
Interactive visualisation of triangulated terrain surfaces is still a problem for virtual reality sy...
This thesis describes the most common methods for view dependent multi-resolution triangulations for...
Rendering high quality digital terrains at interactive rates requires carefully crafted algorithms a...
Terrain can be approximated by a triangular mesh consisting millions of 3D points. Multiresolution t...
This paper deals with the problem of simplifying, transmitting and rendering large textured terrain ...
We present a refinement and a coarsening (also simplification or decimation) algorithm for the adapt...
The technique of large-terrain rendering is still in progress. This paper proposes a simple algorith...
Real-time rendering of large-scale terrains is a difficult problem and remains an active field of re...
International audienceWe present a method to populate very large terrains with very detailed feature...
We present a new approach for managing the multiresolution representation of discrete topographic su...
Real-time rendering of large-scale terrains is a difficult problem and remains an active field of re...
Real-time rendering and multiresolution modeling of triangulated surfaces has attracted growing inte...
The following paper proposes an alternative approach to the real-time adaptive triangulation problem...
Real-time rendering of triangulated surfaces has attracted growing interest in the last few years. H...
Interactive visualisation of triangulated terrain surfaces is still a problem for virtual reality sy...
Interactive visualisation of triangulated terrain surfaces is still a problem for virtual reality sy...
This thesis describes the most common methods for view dependent multi-resolution triangulations for...
Rendering high quality digital terrains at interactive rates requires carefully crafted algorithms a...
Terrain can be approximated by a triangular mesh consisting millions of 3D points. Multiresolution t...
This paper deals with the problem of simplifying, transmitting and rendering large textured terrain ...
We present a refinement and a coarsening (also simplification or decimation) algorithm for the adapt...
The technique of large-terrain rendering is still in progress. This paper proposes a simple algorith...
Real-time rendering of large-scale terrains is a difficult problem and remains an active field of re...
International audienceWe present a method to populate very large terrains with very detailed feature...
We present a new approach for managing the multiresolution representation of discrete topographic su...
Real-time rendering of large-scale terrains is a difficult problem and remains an active field of re...