Abstract
Aiming at simplifying and real-time rendering of large-scale terrain, the whole terrain is first divided into terrain blocks, and for each block, feature points are picked out to generate a Triangulated Irregular Network (TIN) model. Then, the hierarchical multi-resolution model of the terrain is created in a bottom-to-up mode. Cracks between terrain blocks can be easily remedied by boundary sharing. At run-time, whether a terrain block is to be rendered or not depends both on its isotropic error metric and the result of view frustum culling. Experimental results show that the proposed algorithm performs efficiently.
Talk to us
Join us for a 30 min session where you can share your feedback and ask us any queries you have
More From: International Journal of Computer Applications in Technology
Disclaimer: All third-party content on this website/platform is and will remain the property of their respective owners and is provided on "as is" basis without any warranties, express or implied. Use of third-party content does not indicate any affiliation, sponsorship with or endorsement by them. Any references to third-party content is to identify the corresponding services and shall be considered fair use under The CopyrightLaw.