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WSCG
2003

Real-time Terrain Rendering using Smooth Hardware Optimized Level of Detail

14 years 1 months ago
Real-time Terrain Rendering using Smooth Hardware Optimized Level of Detail
We present a method for real-time level of detail reduction that is able to display high-complexity polygonal surface data. A compact and efficient regular grid representation is used. The method is optimized for modern, low-end consumer 3D graphics cards. We avoid sudden changes of the geometry - also known as ’popping’, when reducing the geometry by exploiting the low-level hardware programmability in order to maintain interactive framerates. Terrain models are repolygonized in order to minimizing the visible error. Furthermore, the method minimizes CPU usage during rendering and requires minimal pre-processing. We believe that this is the first time that a smooth level of detail has been implemented in commodity hardware.
Bent Salgaard Larsen, Niels Jørgen Christen
Added 01 Nov 2010
Updated 01 Nov 2010
Type Conference
Year 2003
Where WSCG
Authors Bent Salgaard Larsen, Niels Jørgen Christensen
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