The Visual Computer

, Volume 23, Issue 8, pp 583–605

Survey of semi-regular multiresolution models for interactive terrain rendering

Original Article

DOI: 10.1007/s00371-007-0163-2

Cite this article as:
Pajarola, R. & Gobbetti, E. Visual Comput (2007) 23: 583. doi:10.1007/s00371-007-0163-2


Rendering high quality digital terrains at interactive rates requires carefully crafted algorithms and data structures able to balance the competing requirements of realism and frame rates, while taking into account the memory and speed limitations of the underlying graphics platform. In this survey, we analyze multiresolution approaches that exploit a certain semi-regularity of the data. These approaches have produced some of the most efficient systems to date. After providing a short background and motivation for the methods, we focus on illustrating models based on tiled blocks and nested regular grids, quadtrees and triangle bin-trees triangulations, as well as cluster-based approaches. We then discuss LOD error metrics and system-level data management aspects of interactive terrain visualization, including dynamic scene management, out-of-core data organization and compression, as well as numerical accuracy.


Terrain rendering Multiresolution triangulation Semi-regular meshes 

Copyright information

© Springer-Verlag 2007

Authors and Affiliations

  1. 1.Visualization and MultiMedia Lab, Department of InformaticsUniversity of ZürichZürichSwitzerland
  2. 2.Visual Computing GroupCenter for Advanced Studies, Research, and Development in Sardinia (CRS4)PulaItaly

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