Real-time, continuous level of detail rendering of height fields

Peter Lindstrom, David Koller, W. Ribarsky, L. Hodges, N. Faust, Gregory A. Turner
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引用次数: 903

Abstract

We present an algorithm for real-time level of detail reduction and display of high-complexity polygonal surface data. The algorithm uses a compact and efficient regular grid representation, and employs a variable screen-space threshold to bound the maximum error of the projected image. A coarse level of simplification is performed to select discrete levels of detail for blocks of the surface mesh, followed by further simplification through repolygonalization in which individual mesh vertices are considered for removal. These steps compute and generate the appropriate level of detail dynamically in real-time, minimizing the number of rendered polygons and allowing for smooth changes in resolution across areas of the surface. The algorithm has been implemented for approximating and rendering digital terrain models and other height fields, and consistently performs at interactive frame rates with high image quality.
实时,连续级的细节渲染高度场
提出了一种高复杂度多边形曲面数据的实时细节化简和显示算法。该算法采用紧凑高效的规则网格表示,并采用可变屏幕空间阈值来约束投影图像的最大误差。执行粗简化级别以选择表面网格块的离散细节级别,然后通过重新多边形化进一步简化,其中考虑去除单个网格顶点。这些步骤实时动态地计算和生成适当的细节级别,最大限度地减少渲染多边形的数量,并允许在表面各个区域的分辨率上进行平滑变化。该算法已用于数字地形模型和其他高度场的近似和渲染,并在高图像质量的交互帧率下持续执行。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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