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Adaptive Terrain Triangulation Using The Representation Of Quad Trees By Vertex Textures And Wavelet Estimation of Vertex Significance

机译:使用顶点纹理表示四叉树和顶点重要性的小波估计的自适应地形三角剖分

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摘要

A method of adaptive terrain triangulation is proposed that can be implemented in hardware. The method is based on an estimate of the static error of a quad tree nodes using wavelet transforms and on the representation of the resulting quad tree by a vertex texture. The proposed method has the following characteristic features: the adjacent nodes of the generated adapted mesh can differ in any number of hierarchical levels; the triangulation process is not limited by the size of the decomposition segments, which solves the problem of joining segments without inserting additional nodes; the mulliscale terrain representation used in the method makes it possible to store the levels of detail in the graphics processor memory as a multilevel vertex texture; thus, the costliest part of the algorithm can be efficiently implemented using a vertex shader. When constructing the triangulation, the algorithm takes into account both local features of the terrain and the camera location; also, it has a natural support of geomorphing.
机译:提出了一种可以在硬件中实现的自适应地形三角剖分方法。该方法基于使用小波变换对四叉树节点的静态误差的估计,以及基于顶点纹理对所得四叉树的表示。所提出的方法具有以下特征:所生成的自适应网格的相邻节点可以在任何数量的层次级别上不同;三角剖分过程不受分解段大小的限制,解决了在不插入额外节点的情况下合并段的问题。该方法中使用的多尺度地形表示法可以将细节级别作为多级顶点纹理存储在图形处理器内存中;因此,使用顶点着色器可以有效地实现算法中最昂贵的部分。在构造三角剖分时,该算法同时考虑了地形的局部特征和相机位置。此外,它自然支持地理变形。

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