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.
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© 2004 Springer-Verlag Berlin Heidelberg
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Yoon, H.S., Jung, MJ., Han, J. (2004). Alternation of Levels-of-Detail Construction and Occlusion Culling for Terrain Rendering. In: Zhang, J., He, JH., Fu, Y. (eds) Computational and Information Science. CIS 2004. Lecture Notes in Computer Science, vol 3314. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-540-30497-5_178
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DOI: https://doi.org/10.1007/978-3-540-30497-5_178
Publisher Name: Springer, Berlin, Heidelberg
Print ISBN: 978-3-540-24127-0
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