View-dependent fast real-time generating algorithm for large-scale terrain

Hailiang Jin, Xiaoping Lu, Huijie Liu · Procedia Earth and Planetary Science · 2009

In order to eliminate the popping effect of switching among levels of detail and to increase the frame rates with high image quality during the fly-through of large-scale terrain, this paper put forward a new bottom-up modeling strategy, which constructed simplified terrain triangle mesh globally and updated mesh nodes dynamically. Employed hybrid culling technique based on blocks and triangle faces and simplified computing method for screen-space errors to select appropriate terrain nodes rapidly. Then updated the Delaunay terrain mesh by adding nodes, deleting nodes and modifying locally. At the same time achieved self-adaptive control for screen-space error tolerance during the terrain fly-through. Results of simulation experiments demonstrate that the algorithm eliminates popping effect effectively, and has a higher frame rate compared with other algorithms. So it is particularly suitable for close-distance fly-through simulation of large-scale terrain.

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