An Efficient Restricted Quadtree Triangulation based on the Hilbert Space-filling Curve

dc.contributor.authorValle, Y.en_US
dc.contributor.editorLuis Matey and Juan Carlos Torresen_US
dc.date.accessioned2014-01-26T16:00:18Z
dc.date.available2014-01-26T16:00:18Z
dc.date.issued2008en_US
dc.description.abstractDigital Terrain Models play an important role in a variety of applications such as games, virtual simulations and geographic information systems. Most of terrain visualization techniques are based on multiresolution models that reduce the number of rendered primitives using different levels of detail. In fact, the main problems are the big number of primitives to visualize and the transmission of large terrain datasets across the networks. The main contributions of this paper are focused on the first of this problems: an efficient implementation of a quadtree data structure for in-memory representation of terrain models is proposed, and a triangle strip generation algorithm based on the Hilbert space-filling curve for the fast rendering of the final multiresolution mesh.en_US
dc.description.seriesinformationCEIG 08 - Congreso Espanol de Informatica Graficaen_US
dc.identifier.isbn978-3-905673-69-2en_US
dc.identifier.urihttps://doi.org/10.2312/LocalChapterEvents/CEIG/CEIG08/241-244en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectCategories and Subject Descriptors (according to ACM CCS): I.3.3 [Computer Graphics]: Curve, surface, solid, and object representationsen_US
dc.titleAn Efficient Restricted Quadtree Triangulation based on the Hilbert Space-filling Curveen_US
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