2019
DOI: 10.3390/ijgi8060255
|View full text |Cite
|
Sign up to set email alerts
|

A Multilevel Terrain Rendering Method Based on Dynamic Stitching Strips

Abstract: High-quality terrain rendering has been the focus of many visualization applications over recent decades. Many terrain rendering methods use the strategy of Level of Detail (LOD) to create adaptive terrain models, but the transition between different levels is usually not handled well, which may cause popping artefacts that seriously affect the reality of the terrain model. In recent years, many researchers have tried using modern Graphics Processing Unit (GPU) to complete heavy rendering tasks. By leveraging … Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
2
1
1
1

Citation Types

0
5
0

Year Published

2021
2021
2024
2024

Publication Types

Select...
5
3

Relationship

0
8

Authors

Journals

citations
Cited by 8 publications
(5 citation statements)
references
References 50 publications
0
5
0
Order By: Relevance
“…As the field of Computer Graphics (CG) develops, techniques for modeling complex curves and surfaces are being increasingly important. An example may be the rendering of highly detailed landscapes which need to be subdivided (tessellated) depending on the viewing distance to reduce the processing time for a geometry that is barely visible from the current camera viewpoint [12,30]. One of the major techniques to realize such dynamic tessellation algorithms is the use of parametric splines in which a curve is defined by piecing together a succession of curve segments, and especially, surfaces defined by stitching together a mosaic of surface patches [1].…”
Section: Engineering Purpose and Related Workmentioning
confidence: 99%
“…As the field of Computer Graphics (CG) develops, techniques for modeling complex curves and surfaces are being increasingly important. An example may be the rendering of highly detailed landscapes which need to be subdivided (tessellated) depending on the viewing distance to reduce the processing time for a geometry that is barely visible from the current camera viewpoint [12,30]. One of the major techniques to realize such dynamic tessellation algorithms is the use of parametric splines in which a curve is defined by piecing together a succession of curve segments, and especially, surfaces defined by stitching together a mosaic of surface patches [1].…”
Section: Engineering Purpose and Related Workmentioning
confidence: 99%
“…This method needs to pass additional adjacency information to GPU. Zhang et al put forward dynamic stitching strips [30]; this is relatively complex for adding extra strips. Kang et al obtain a crack-free terrain by restricting patch LODs to 2 , i.e., 1, 2, 4, 8, 16, 32, and 64 [19].…”
Section: Renderingmentioning
confidence: 99%
“…This issue is tackled in various souces, in manners pretty much dependent on the chosen terrain representiation model. For example, the authors of [10] describe a solution based on Dynamic Stitching Strips (DSS) used in conjunction with terrain tesselation to achieve smooth transitions between levels. This solution, the authors argue, is well suited for real-time rendering.…”
Section: Related Workmentioning
confidence: 99%