Alternation of Levels-of-Detail Construction and Occlusion Culling for Terrain Rendering

Hyung Sik Yoon, Moon J. Jung, Junghyun Han

Research output: Contribution to journalArticle

1 Citation (Scopus)

Abstract

Terrain data set is essential for many 3D computer graphics applications. This paper presents a general framework for real-time terrain walk-through application, where the LOD(levels of detail) construction and occlusion culling are alternately selected depending on the terrain geometry. For highly occluded areas, only the occlusion culling is enabled. For less occluded areas, only the LOD rendering is enabled. A small piece of pre-computed information helps the renderer alternate the two methods. The experiment results demonstrate significant savings in rendering time.

Original languageEnglish
Pages (from-to)1161-1167
Number of pages7
JournalLecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
Volume3314
Publication statusPublished - 2004 Dec 1

Fingerprint

Alternation
Occlusion
Rendering
Computer Graphics
Computer graphics
Walk
Alternate
Geometry
Real-time
Experiments
Demonstrate
Experiment
Datasets

ASJC Scopus subject areas

  • Biochemistry, Genetics and Molecular Biology(all)
  • Computer Science(all)
  • Theoretical Computer Science

Cite this

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