Computer Graphics & Efficient Data Structures and Algorithms for Terrain Data Visualization


The KIPS Transactions:PartA, Vol. 9, No. 4, pp. 581-588, Dec. 2002
10.3745/KIPSTA.2002.9.4.581,   PDF Download:

Abstract

In implementing interactive multimedia systems, real-time visualization plays an important role. This paper presents efficient data structures and algorithms for real-time terrain navigation. Terrain data set is usually too huge to display as is. Therefore LOD (levels of detail) methods and view frustum culling are essential tools. This paper describes in detail compact hierarchical data structures, fast view frustum culling, and efficient LOD construction/rendering algorithms. Unlike previous works, we use a precise screen-space error metric for vertex removal and a strict error threshold allowing sub-pixel-sized errors only. Nevertheless, we can achieve 22 fps on average in a PC platform. The methods presented in this paper also satisfy almost all of the requirements for interactive real-time terrain visualization.


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Cite this article
[IEEE Style]
M. J. Jung and J. H. Han, "Computer Graphics & Efficient Data Structures and Algorithms for Terrain Data Visualization," The KIPS Transactions:PartA, vol. 9, no. 4, pp. 581-588, 2002. DOI: 10.3745/KIPSTA.2002.9.4.581.

[ACM Style]
Moon Ju Jung and Jung Hyun Han. 2002. Computer Graphics & Efficient Data Structures and Algorithms for Terrain Data Visualization. The KIPS Transactions:PartA, 9, 4, (2002), 581-588. DOI: 10.3745/KIPSTA.2002.9.4.581.