GPU-optimized efficient quad-tree based progressive multiresolution model for interactive large scale terrain rendering

@inproceedings{Yusov2007GPUoptimizedEQ,
  title={GPU-optimized efficient quad-tree based progressive multiresolution model for interactive large scale terrain rendering},
  author={Egor Yusov and V. E. Turlapov and Nizhny Novgorod},
  year={2007}
}
This paper presents new effective method for real-time terrain triangulation and visualization. The method utilizes compact progressive terrain representation which is constructed at preprocess stage and requires a very low memory expense. This representation allows easily LOD extraction at runtime. In contrast to previous works our quadtree-based triangulation is not restricted such that neighboring regions must differ by at most one level in LOD hierarchy. This allows constructing more… CONTINUE READING

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