Abstract
Terrain rendering has been intensively investigated in the last decade, and many methods have been proposed. However, most methods assume a single, static terrain data set that does not change over time, so that elaborate offline preprocessing methods can be used to reduce online rendering time. Such methods cannot be used in applications that work on dynamic terrain data, e.g. interactive terrain modeling, simulation, or remote sensing data analysis applications. In this paper, we present a new data structure that allows GPU-based bottom up and top down mesh refinement. The resulting adaptive triangle meshes can be used for continuous level of detail rendering of dynamic terrain data, while guaranteeing an upper bound on the screen space error. We evaluate our techniques by applying them to dynamic terrain data produced by interactive fusion of multimodal remote sensing data sets.
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Lambers, M., Kolb, A. Dynamic terrain rendering. 3D Res 1, 1 (2010). https://doi.org/10.1007/3DRes.04(2010)01
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DOI: https://doi.org/10.1007/3DRes.04(2010)01