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2004

Non-Uniform Mesh Simplification Using Adaptative Merge Procedures

10 years 1 months ago
Non-Uniform Mesh Simplification Using Adaptative Merge Procedures
: The performance of a walkthrough over terrain models is deeply influenced by the real scenario high level of details. To guarantee natural and smooth changes in a sequence of scenes, it is necessary to display the actual height field's maps at interactive frame rates. These frame rates can be accomplished by reducing the number of rendered geometric primitives without compromising the visual quality. This paper describes an optimized algorithm for building a triangular mesh, the terrain model, which combines an efficient regular grid representation with low cost memory requirements, using a bottom-up approach. Key words: Terrain mesh simplification, quadtree, digital elevation model.
Flávio Mello, Edilberto Strauss, Antonio A.
Added 30 Oct 2010
Updated 30 Oct 2010
Type Conference
Year 2004
Where GEOINFO
Authors Flávio Mello, Edilberto Strauss, Antonio A. F. Oliveira, Aline da Rocha Gesualdi
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