Good terrain geometry, cheap!

Mark A. Duchaineau, Murray Wolinsky, David E. Sigeti · University of North Texas Digital Library (University of North Texas) · 1997

Real-time terrain rendering for interactive visualization remains a demanding task. We present a novel algorithm with several advantages over previous methods: our method is unusually stingy with polygons yet achieves real-time performance and is scalable to arbitrary regions and resolutions. The method provides a continuous terrain mesh of specified triangle count having provably minimum error in restricted but reasonably general classes of permissible meshes and error metrics. Our method provides an elegant solution to guaranteeing certain elusive types of consistency in scenes produced by multiple scene generators which share a common finest-resolution database but which otherwise operate entirely independently. This consistency is achieved by exploiting the freedom of choice of error metric allowed by the algorithm to provide, for example, multiple exact lines-of-sight in real-time. Our methods rely on an off-line pre-processing phase to construct a multi-scale data structure consisting of triangular terrain approximations enhanced ({open_quotes}thickened{close_quotes}) with world-space error information. In real time, this error data is efficiently transformed into screen-space where it is used to guide a greedy top-down triangle subdivision algorithm which produces the desired minimal error continuous terrain mesh. Our algorithm has been implemented and it operates at real-time rates.

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