Simplifying the Generation of Large-Scale and Multi-resolution Terrain Model
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Abstract
The technique of large-terrain rendering is still in progress. This paper proposes a simple algorithm of crack elimination used in the quad-tree simplification procedure of terrain. The method does not use recursion, when it converts a quad-tree to a restricted quad-tree. The resultant mesh generated is continuous without T-junction. In taking advantage of this algorithm, real-time rendering of large-terrain is achieved. Finally, further improvement is also proposed.
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