Efficient Ray Intersection for Visualization and Navigation of Global Terrain using Spheroidal Height-Augmented Quadtrees

dc.contributor.authorWartell, Zacharyen_US
dc.contributor.authorRibarsky, Williamen_US
dc.contributor.authorHodges, Larryen_US
dc.contributor.editorGröller, E., Löffelmann, H., Ribarsky, W.en_US
dc.date.accessioned2015-11-16T13:39:48Z
dc.date.available2015-11-16T13:39:48Z
dc.date.issued1999en_US
dc.description.abstractWe present an algorithm for efficiently computing ray intersections with multi-resolution global terrain partitioned by spheroidal height-augmented quadtrees. While previous methods support terrain defined on a Cartesian coordinate system, our methods support terrain defined on a two-parameter ellipsoidal coordinate system. This curvilinear system is necessary for an accurate model of global terrain. Supporting multi-resolution terrain and quadtrees on this curvilinear coordinate system raises a surprising number of complications.We describe the complex- ities and present solutions. The final algorithm is suited for interactive terrain selection, collision detection and simple LOS (line-of-site) queries on global terrain.en_US
dc.description.sectionheadersPapersen_US
dc.description.seriesinformationVisSym99: Joint Eurographics - IEEE TCVG Symposium on Visualizationen_US
dc.identifier.doi10.2312/vissym19991005en_US
dc.identifier.isbn978-3-7091-6803-5en_US
dc.identifier.issnEG: 1727-5296en_US
dc.identifier.issnSpringer: 0946-2767en_US
dc.identifier.urihttps://doi.org/10.2312/vissym19991005en_US
dc.publisherSpringer and The Eurographics Associationen_US
dc.titleEfficient Ray Intersection for Visualization and Navigation of Global Terrain using Spheroidal Height-Augmented Quadtreesen_US
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