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Quadtree is widely used in large-scale terrain visualization system, to manage and store terrain data. Thus, the structure of quadtree is the key factor which affects system’s IO, data structure and the design visualization algorithms. Rather than emphasizing how to design a ingenious rendering algorithm to accommodate a complex quadtree, we focus on the structure and data layout of quadtree in which not only surface approximation with a multiple levels of detail hierarchy but also getting next data could be made easy. We have two achievements in this paper. Firstly, we simplify the design of quadtree. Secondly, we design a bottom-up algorithm to calculate the roughness of terrain with the result of sub-node, the algorithm significantly improves the efficiency of the terrain node evaluation. Experiment results show that the algorithms have been implemented for sampling large-scale terrain with high quality. © 2014 WIT Press.
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ISSN: 1743-3517
Year: 2014
Volume: 60
Page: 635-643
Language: English
Cited Count:
WoS CC Cited Count: 0
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ESI Highly Cited Papers on the List: 0 Unfold All
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30 Days PV: 9