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.
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© 2004 IFIP International Federation for Information Processing
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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
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DOI: https://doi.org/10.1007/978-3-540-28643-1_78
Publisher Name: Springer, Berlin, Heidelberg
Print ISBN: 978-3-540-22947-6
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