Real-time Massive Terrain Rendering Using M-Band Wavelet and Binary Tree
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Abstract
Massive terrain rendering is one of the difficult problems and hotpots in the visualization field. An algorithm is put forward to create view-dependent, multi-resolution terrain models based on M-band wavelet and binary triangle tree in this paper. The algorithm provides a method of data compression and grid splitting depending on the ground gradient, viewpoint and view sight. Experiments indicate that the algorithm demands much smaller memory, creates terrain fast and generates less error. The algorithm also overcomes the ‘crack’ caused by the resolution difference among neighboring terrain blocks. Walkthrough of massive terrain on PC is implemented using the method described in the paper.
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