Skip to main content

An Efficient CLOD Method for Large-Scale Terrain Visualization

  • Conference paper
Book cover Entertainment Computing – ICEC 2004 (ICEC 2004)

Part of the book series: Lecture Notes in Computer Science ((LNCS,volume 3166))

Included in the following conference series:

Abstract

Terrain visualization requires a lot of processing time and storage since terrain information contains huge amount of height-field data. One of the optimization methods is quadtree-based continuous level-of-detail (CLOD). Although it can produce moderate quality of images in real-time, flickering may occur in consecutive frames due to inadequate feedback. We propose a method to maintain constant frame rate without flickering by controlling the number of triangles in view frustum. It avoids abrupt change of the amount of triangles using temporal coherence.

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 84.99
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 109.99
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. Hoppe, H.: Smooth View-Dependent Level-of-Detail Control and Its Application to Terrain Rendering. Proceedings of IEEE Visualization 98, 35–42 (1998)

    Google Scholar 

  2. Lindstrom, P., Pascucci, V.: Terrain Simplification Simplified: A General Framework for View-Dependent Out-of-Core Visualization. IEEE Transactions on Visualization and Computer Graphics 8, 239–254 (2002)

    Article  Google Scholar 

  3. Lindstrom, P.: Out-of-Core Simplification of Large Polygonal Models. ACM SIGGRAPH, 259–262 (2000)

    Google Scholar 

  4. Duchaineau, M., Wolinsky, M., Segeti, D., Miller, M., Aldrich, C., Mineev-Weisstein, M.: ROAMing Terrain: Real-time Optimally Adaptive Meshes. In: ACM SIGGRAPH, pp. 81–88 (1997)

    Google Scholar 

  5. Lindstrom, P., Koller, D., Ribarsky, W., Hodges, L., Faust, M., Turner, G.: Real-Time Continuous Level of Detail Rendering of Height Fields. In: ACM SIGGRAPH (1996), pp. 109–118 (1996)

    Google Scholar 

  6. Rottger, S., Heidrich, W., Slasallek, P., Seidel, H.: Real-time Generation of Continuous Level of Detail for Height Fields. In: Proc. of 6th International Conference in Central Europe on Computer Graphics and Visualization, pp. 315–322 (1998)

    Google Scholar 

  7. Pajarola, R., Zurich, E.: Large Scale Terrain Visualization Using the Restricted Quadtree Triangulation. In: Proceedings of IEEE Visualization 1998, p. 19 (1998)

    Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2004 IFIP International Federation for Information Processing

About this paper

Cite this paper

Shin, BS., Choi, EK. (2004). An Efficient CLOD Method for Large-Scale Terrain Visualization. In: Rauterberg, M. (eds) Entertainment Computing – ICEC 2004. ICEC 2004. Lecture Notes in Computer Science, vol 3166. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-540-28643-1_78

Download citation

  • DOI: https://doi.org/10.1007/978-3-540-28643-1_78

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-540-22947-6

  • Online ISBN: 978-3-540-28643-1

  • eBook Packages: Springer Book Archive

Publish with us

Policies and ethics