In this paper we introduce the Progressive Forest Split (PFS) representation, a new adaptive refinement scheme for storing and transmitting manifold triangular meshes in progress...
We present a view-dependent level-of-detail algorithm for triangle meshes with subdivision connectivity. The algorithm is more suitable for textured meshes of arbitrary topology t...
Daniel I. Azuma, Daniel N. Wood, Brian Curless, To...
We address the texture level-of-detail problem for extremely large surfaces such as terrain during realtime, view-dependent rendering. A novel texture hierarchy is introduced base...
The key to real-time rendering of large-scale surfaces is to locally adapt surface geometric complexity to changing view parameters. Several schemes have been developed to address...
In this paper we present a method to achieve interactive rendering of smooth terrain based on coarse data. Therefore we use adaptive subdivision surfaces which are calculated on t...