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NON-UNIFORM TERRAIN MESH SIMPLIFICATION USING ADAPTATIVE MERGE PROCEDURES

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Computer Vision and Graphics

Part of the book series: Computational Imaging and Vision ((CIVI,volume 32))

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Abstract

The performance of a walkthrough over terrain models is deeply influenced by the real scenario high level of details. To guarantee natural and smooth changes in a sequence of scenes, it is necessary to display the actual height field's maps at interactive frame rates. These frame rates can be accomplished by reducing the number of rendered geometric primitives without compromising the visual quality. This paper describes an optimized algorithm for building a triangular mesh, the terrain model, which combines an efficient regular grid representation with low cost memory requirements, using a bottom-up approach.

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© 2006 Springer

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Mello, F., Strauss, E., Oliveira, A., Gesualdi, A. (2006). NON-UNIFORM TERRAIN MESH SIMPLIFICATION USING ADAPTATIVE MERGE PROCEDURES. In: Wojciechowski, K., Smolka, B., Palus, H., Kozera, R., Skarbek, W., Noakes, L. (eds) Computer Vision and Graphics. Computational Imaging and Vision, vol 32. Springer, Dordrecht. https://doi.org/10.1007/1-4020-4179-9_95

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  • DOI: https://doi.org/10.1007/1-4020-4179-9_95

  • Publisher Name: Springer, Dordrecht

  • Print ISBN: 978-1-4020-4178-5

  • Online ISBN: 978-1-4020-4179-2

  • eBook Packages: Computer ScienceComputer Science (R0)

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