Abstract
A method of adaptive terrain triangulation is proposed that can be implemented in hardware. The method is based on an estimate of the static error of a quad tree nodes using wavelet transforms and on the representation of the resulting quad tree by a vertex texture. The proposed method has the following characteristic features: the adjacent nodes of the generated adapted mesh can differ in any number of hierarchical levels; the triangulation process is not limited by the size of the decomposition segments, which solves the problem of joining segments without inserting additional nodes; the multiscale terrain representation used in the method makes it possible to store the levels of detail in the graphics processor memory as a multilevel vertex texture; thus, the costliest part of the algorithm can be efficiently implemented using a vertex shader.
When constructing the triangulation, the algorithm takes into account both local features of the terrain and the camera location; also, it has a natural support of geomorphing.
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Original Russian Text © E.A. Yusov, V.E. Turlapov, 2008, published in Programmirovanie, 2008, Vol. 34, No. 5.
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Yusov, E.A., Turlapov, V.E. Adaptive terrain triangulation using the representation of quad trees by vertex textures and wavelet estimation of vertex significance. Program Comput Soft 34, 245–256 (2008). https://doi.org/10.1134/S0361768808050010
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DOI: https://doi.org/10.1134/S0361768808050010