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

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    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
    DOIs
    Publication statusPublished - 2004

    Bibliographical note

    Funding Information:
    This work was supported by grant No. 1999-2-515-001-5 from the Basic Research Program of the Korea Science and Engineering Foundation.

    ASJC Scopus subject areas

    • Theoretical Computer Science
    • General Computer Science

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