Skip to main content

View-Dependent Simplification of Complex Urban Scenes Using Weighted Quadtrees

  • Conference paper
Advances in Artificial Reality and Tele-Existence (ICAT 2006)

Part of the book series: Lecture Notes in Computer Science ((LNISA,volume 4282))

Included in the following conference series:

Abstract

This article describes a new contribution culling method for the view-dependent real-time rendering of complex huge urban scenes. As a preprocessing step, the view frustum culling technique is used to cull away invisible objects that are outside the view frustum. For the management of the levels-of-detail, we subdivide the image regions and construct a weighted quadtree. The weight of each quadtree node is defined as the sum of weights of all objects contained in the node or its child nodes. The weight of an object is proportional to the view space area of the projected object as well as the distance from the viewpoint. Hence, large buildings in the far distance are not always culled out since their contributions to the rendering quality can be larger than those of near small buildings. We tested the proposed method by applying it to render a huge number of structures in our metropolitan section which is currently under development. Experimental results showed that the proposed rendering method guarantees real-time rendering of complex huge scenes.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 129.00
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 169.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Preview

Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.

References

  1. Tsuji, T., Zha, H., Kurazume, R., Hasegawa, T.: Interactive rendering with lod control and occlusion culling based on polygon hierarchies. In: Proceedings of the Computer Graphics International (CGI 2004), pp. 536–539 (2004)

    Google Scholar 

  2. Akenine-Möller, T., Haines, E.: Real-Time Rendering. A. K. Peters, Ltd., Natick (2002)

    Google Scholar 

  3. Assarsson, U., Moller, T.: Optimized view frustum culling algorithms for bounding boxes. Journal of Graphics Tools 5(1), 9–22 (2000)

    Article  Google Scholar 

  4. Samet, H., Webber, R.E.: Hierarchical data structures and algorithms for computer graphics. i. fundamentals. IEEE Computer Graphics and Application 8, 48–68 (1988)

    Article  Google Scholar 

  5. Falby, J.S., Zyda, M.J., Pratt, D.R., Mackey, R.L.: Npsnet: Hierarchical data structures for real-time three-dimensional visual simulation. Computers and Graphics 17(1), 65–69 (1993)

    Article  Google Scholar 

  6. Pajarola, R.: Large scale terrain visualization using the restricted quadtree triangulation. In: Proceedings of IEEE Visualization 1998, pp. 19–24 (1998)

    Google Scholar 

  7. Gudukbay, U., Yilmaz, T.: Stereoscopic view-dependent visualization of terrain height fields. IEEE Transactions on Visualization and Computer Graphics 8(4), 330–345 (2002)

    Article  Google Scholar 

  8. Yin, P., Shi, J.: Cluster based real-time rendering system for large terrain dataset. Computer Aided Design and Computer Graphics, 365–370 (2005)

    Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2006 Springer-Verlag Berlin Heidelberg

About this paper

Cite this paper

Lee, BJ., Park, JS., Sung, M.Y. (2006). View-Dependent Simplification of Complex Urban Scenes Using Weighted Quadtrees. In: Pan, Z., Cheok, A., Haller, M., Lau, R.W.H., Saito, H., Liang, R. (eds) Advances in Artificial Reality and Tele-Existence. ICAT 2006. Lecture Notes in Computer Science, vol 4282. Springer, Berlin, Heidelberg. https://doi.org/10.1007/11941354_129

Download citation

  • DOI: https://doi.org/10.1007/11941354_129

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-540-49776-9

  • Online ISBN: 978-3-540-49779-0

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics