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dc.contributor.authorScholz, Manuelen_US
dc.contributor.authorBender, Janen_US
dc.contributor.authorDachsbacher, Carstenen_US
dc.contributor.editorMichael Bronstein and Jean Favre and Kai Hormannen_US
dc.description.abstractTerrain rendering is an important component of many GIS applications and simulators. Most methods rely on heightmap-based terrain which is simple to acquire and handle, but has limited capabilities for modeling features like caves, steep cliffs, or overhangs. In contrast, volumetric terrain models, e.g. based on isosurfaces can represent arbitrary topology. In this paper, we present a fast, practical and GPU-friendly level of detail algorithm for large scale volumetric terrain that is specifically designed for real-time rendering applications. Our algorithm is based on a longest edge bisection (LEB) scheme. The resulting tetrahedral cells are subdivided into four hexahedra, which form the domain for a subsequent isosurface extraction step. The algorithm can be used with arbitrary volumetric models such as signed distance fields, which can be generated from triangle meshes or discrete volume data sets. In contrast to previous methods our algorithm does not require any stitching between detail levels. It generates crack free surfaces with a good triangle quality. Furthermore, we efficiently extract the geometry at runtime and require no preprocessing, which allows us to render infinite procedural content with low memory consumption.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectI.3.5 [Computer Graphics]en_US
dc.subjectComputational Geometry and Object Modelingen_US
dc.subjectand object representationsen_US
dc.titleLevel of Detail for Real-Time Volumetric Terrain Renderingen_US
dc.description.seriesinformationVision, Modeling & Visualizationen_US

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  • VMV13
    ISBN 978-3-905674-51-4

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