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We present a geometry compression method for large-scale terrain rendering, which is based on restricted quadtree meshes. Terrain data of our method are organized by special structure, and then dynamically transmitted to graphic hardware and compute dynamic error metric by GPU, for the purpose of reducing bandwidth requirements and saving the running time(More)
We present a geometry compression method for deformable terrain rendering method, which dynamically transmit compressing data to graphic hardware and compute dynamic error metric by GPU. The domain is first tiled and computed into a nested geometric space error map, and tiled data are compressed and sorted by space error during preprocessing. Then data are(More)
We present a terrain rending technique for large, textured terrain, which uses GPU-based error metric. In preprocess, the domain was first tiled and computed into a nested geometric space error map based on geographic theory. In order to obtain seamless connection, the edge errors of two connecting tiles are consistent with each other. At run time, screen(More)
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