Full metadata record
DC poleHodnotaJazyk
dc.contributor.authorRöttger, Stefan
dc.contributor.authorHeidrich, Wolfgang
dc.contributor.authorSlusallek, Philipp
dc.contributor.authorSeidel, Hans-Peter
dc.contributor.editorSkala, Václav
dc.date.accessioned2015-09-22T09:34:48Z
dc.date.available2015-09-22T09:34:48Z
dc.date.issued1998
dc.identifier.citationJournal of WSCG. 1998, vol. 6, no. 1-3.en
dc.identifier.issn1213-6972 (print)
dc.identifier.issn1213-6980 (CD-ROM)
dc.identifier.issn1213-6964 (online)
dc.identifier.urihttp://hdl.handle.net/11025/15845
dc.identifier.urihttp://wscg.zcu.cz/wscg1998/wscg98.htm
dc.format8 s.cs
dc.format.mimetypeapplication/pdf
dc.language.isoenen
dc.publisherVáclav Skala - UNION Agencycs
dc.relation.ispartofseriesJournal of WSCGen
dc.rights© Václav Skala - UNION Agencycs
dc.subjectGIScs
dc.subjectkontinuální úroveň detailůcs
dc.subjectquadtree datacs
dc.titleReal-time generation of continuous levels of detail for height fieldsen
dc.typečlánekcs
dc.typearticleen
dc.rights.accessopenAccessen
dc.type.versionpublishedVersionen
dc.description.abstract-translatedHeight 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.en
dc.subject.translatedGISen
dc.subject.translatedcontinuous levels of detailen
dc.subject.translatedquadtree dataen
dc.type.statusPeer-revieweden
Vyskytuje se v kolekcích:Volume 6, number 1-3 (1998)

Soubory připojené k záznamu:
Soubor Popis VelikostFormát 
Slusallek_98.pdfPlný text448,55 kBAdobe PDFZobrazit/otevřít


Použijte tento identifikátor k citaci nebo jako odkaz na tento záznam: http://hdl.handle.net/11025/15845

Všechny záznamy v DSpace jsou chráněny autorskými právy, všechna práva vyhrazena.