Alternation of Levels-of-Detail Construction and Occlusion Culling for Terrain Rendering

1Citations
Citations of this article
3Readers
Mendeley users who have this article in their library.
Get full text

Abstract

Terrain data set is essential for many 3D computer graphics applications. This paper presents a general framework for real-time terrain walk-through application, where the LOD(levels of detail) construction and occlusion culling are alternately selected depending on the terrain geometry. For highly occluded areas, only the occlusion culling is enabled. For less occluded areas, only the LOD rendering is enabled. A small piece of pre-computed information helps the renderer alternate the two methods. The experiment results demonstrate significant savings in rendering time. © Springer-Verlag 2004.

Cite

CITATION STYLE

APA

Yoon, H. S., Jung, M. J., & Han, J. (2004). Alternation of Levels-of-Detail Construction and Occlusion Culling for Terrain Rendering. Lecture Notes in Computer Science (Including Subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics), 3314, 1161–1167. https://doi.org/10.1007/978-3-540-30497-5_178

Register to see more suggestions

Mendeley helps you to discover research relevant for your work.

Already have an account?

Save time finding and organizing research with Mendeley

Sign up for free