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Real-Time Generation of Continuous Levels of Detail for Height Fields
Real-Time Generation of Continuous Levels of Detail for Height Fields
Stefan Ro?ttger (snroettg@immd9.informatik.uni-erlangen.de)
Wolfgang Heidrich, Philipp Slusallek, Hans-Peter Seidel
Graphische Datenverarbeitung (IMMD9)
Universita?t Erlangen-Nu?rnberg
ABSTRACT
Height fields play an important role in the fast growing domain of Geographic Information Systems (GIS).
For exploring different kinds of geographic-based data sets on screen it is necessary to display height fields
at interactive frame rates. Because of the inherent geometric complexity, this goal is often unachievable even
with new generations of powerful graphics computers, unless the original height field data is approximated
in order to reduce the number of geometric primitives that need to be rendered without compromising visual
quality.
So far most algorithms have focused on global reduction or multi-resolution techniques, which reduce
resolution on the basis of surface roughness. A recent new approach called Continuous Levels of Detail
[LKR
96] introduced a hierarchical quadtree technique. In order to reduce the projected pixel error, the
height field is dynamically triangulated in a bottom up fashion according to the distance to the point of
view. Since resolution is allowed to change smoothly, the result is a much better image quality. However,
this algorithm still has a major disadvantage. With the viewpoint moving, the triangulation is continuously
changing, resulting in a phenomenon called vertex popping. As the observer approaches an area with detail
information, this detail will suddenly appear at a certain distance. To eliminate these artifacts we introduce
a new, rapid geomorphing algorithm, which operates top down on a quadtree data structure.
1 Introduction
A fast growing domain in computer graphics are the so
called Geographic Information Systems (GIS). They
allow to explore large geographic data sets interac-
tively on screen, which involves displaying height
fields in real-time. Typi
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