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P. Lindstrom, D. Koller, W. Ribarsky, L. Hodges, N. Faust, and G. Turner. Real-time continuous level of detail rendering of height fields. Proceedings of SIGGRAPH'96, pages 109--118, 1996.

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Constant-Time Neighbor Finding in Hierarchical Tetrahedral.. - Michael Lee Center (2001)   (2 citations)  (Correct)

....triangles. Related work has also been done by Evans et al. 5] who use a hierarchy of right triangles based on a regular decompostion to decompose the domain of a two dimensional scalar fields. Hierarchies of right triangles have been extensively used for multiresolution terrain modeling [4, 12, 15]. Coordinates are not explicitly stored since they can be calculated from the label (or location code) of the triangle. Since a pointer based binary tree structure would be inefficient in its use of space, Evans et al. use an array where the label of a node determines the node location in the ....

P. Lindstrom, D. Koller, W. Ribarsky, L. F. Hodges, N. Faust, and G. A. Turner. Real-time continuous level of detail rendering of height fields. In Proceedingsof the SIGGRAPH'96 Conference, pages 109--118, New Orleans, Aug. 1996.


Real Time Muscle Deformations Using Mass-Spring Systems - Nedel, Thalmann (1998)   (7 citations)  (Correct)

....reproduce. Furthermore, a lot of muscles are covered by others and all of them are covered by the skin. Then, to represent a global animation, we really do not need a high degree of accuracy in muscle form representation. Fortunately, continuous level of detail and multiresolution techniques [7][15] have recently been studied to solve the conflicting requirements of representation quality and animation speed. In future work we intend to study the possibility of the development of some methods to implement multiresolution in muscle presentation. For this, we are considering two kinds of ....

Lindstrom, P., Koller, D., Ribarsky, W., Hodges, L. F., Faust, N. and Turner, G. A. "Real-Time, Continuous Level of Detail Rendering of Height Fields", SIGGRAPH' 96, New Orleans, ACM SIGGRAPH, 1996.


A Quantitative Analysis of Culling Techniques for Real-time.. - Hesse, Gavrilova (2003)   (Correct)

....WORK In the past decade, a significant progress has been achieved in developing efficient GIS rendering techniques and a variety of their applications. The research usually is concerned with the data representation and efficient algorithms for performing dynamic level of detail (LAD) changes [Lindstrom, Duchaineauy, DeBerg, Turner, Zhao], implementing culling techniques[Assarsson, Coorg, Zhang] verifying data consistence and smoothness through error metrics [Cart, Lindstrom] as well as utilizing tools for more realistic displaying of data [Blow, Carr] In 1996, P. Lindstrom [Lindstrom] proposed the real time continuous level of ....

.... usually is concerned with the data representation and efficient algorithms for performing dynamic level of detail (LAD) changes [Lindstrom, Duchaineauy, DeBerg, Turner, Zhao] implementing culling techniques[Assarsson, Coorg, Zhang] verifying data consistence and smoothness through error metrics [Cart, Lindstrom] as well as utilizing tools for more realistic displaying of data [Blow, Carr] In 1996, P. Lindstrom [Lindstrom] proposed the real time continuous level of detail terrain rendering algorithm that focuses on a block based mesh structure. In this paper, we expand Lindstrom s error metric design to ....

[Article contains additional citation context not shown here]

Lindstrom, P, Koller, D. Real-time continuous level of detail rendering of height fields, Computer Graphics, SIGGRAPH 1996 Proceedings, pp 109-118, 1996.


Computational Analysis of Mesh Simplification Using.. - Balmelli, Liebling.. (2002)   (Correct)

....or 2b) which are formed of triangulated quadrilaterals. Subdivision surfaces based on Catmull Clark s or Loop s rule yield C surfaces, whereas Velho and Zorin have recently presented 4 8 subdivision rules leading to C surfaces [18] The quadtree triangulation as used in terrain applications [7,14,16] is also an instance of a 4 8 connected mesh (e.g. in Figure 6) However in this case the triangulation interpolates a given elevation matrix. Meshes with subdivision connectivity are inherently hierarchical constructions. Hence, it is natural to represent their structure using a tree. In ....

....decomposes the input mesh into a multiresolution hierarchy represented by a set of nested subtrees. All computational bounds are evaluated in the RAM model. The advantage of our method is that it allows the control of the global error of the approximation. In comparison, previous approaches [7,14,16] use local error approximations when trying to satisfy the target error bound. We present a method to update the global error efficiently, by exploiting the tree hierarchy, during the optimization process. We name this technique merging domain intersections (MDIs) We present a model to evaluate ....

[Article contains additional citation context not shown here]

P. Lindstrom, D. Koller, W. Ribarsky, L.F. Hodges, N. Faust, and G.A. Turner. Realtime continuous level of detail rendering of height fields. Proceedings of SIGGRAPH, pages 109--118, 1996.


Progressive Mesh Decomposition In The Operational.. - Balmelli   (Correct)

....are preferred because of their superior performance and flexibility for processing [13] transmission [17] and compression [15] A particular class of semi regular triangulations are 4 8 meshes. In the strict regular setting, these meshes have been extensively used to visualize terrain data [3, 11, 19, 21]. In this context, 4 8 meshes are also called quadtree triangulations because quadtrees are often used to store them [18, 21, 22] Terrain models are given as amplitude matrices (i.e. the parametrization is implicit) and 4 8 meshes are used to connect the vertices (Figures la d) Recently, ....

....surfaces are an important area of investigation (e.g. 25] In both terrain visualization and subdivision surfaces, researchers often deal with large datasets. Therefore, simplification algorithms producing adaptive, multiresolution representations are an important topic of investigation [11, 19, 21, 3]. Multi resolution representations of meshes with subdivision connectivity have many advantages over their uniform counterparts. They allow for vertices to be concentrated in detailed regions, leading to efficient descriptions of the shape. Their multiple levels of resolution provide an efficient ....

[Article contains additional citation context not shown here]

P. Lindstrom, D. Koller, W. Ribarsky, L.F. Hodges, N. Faust, and G.A. Turner. Real-time continuous level of detail rendering of height fields. Proceedings of SIGGRAPH, pages 109 118, 1996.


Tunneling for Triangle Strips in Continuous Level-of-Detail Meshes - Stewart (2001)   (3 citations)  (Correct)

....mesh. The tunneling approach of this paper cannot compete with most of the hierarchical methods, since it does not rely upon any knowledge of the structure of the mesh. A small sampling of hierarchical approaches is mentioned here: For CLOD terrains represented with a quadtree, Lindstrom et al. [14] have an elegant recursive algorithm for building generalized triangle strips. The ROAM renderer [5] uses a fast incremental approach to maintain sequential strips of four or five triangles each, on average. Recursive space filling curves are used by Velho et al. [20] to build generalized triangle ....

P. Lindstrom, D. Koller, W. Ribarsky, L. Hodges, N. Faust, and G. Turner. Real-time continuous level of detail rendering of height fields. Computer Graphics (SIGGRAPH), 30:109--118, 1996.


Computational Analysis of 4-8 Meshes With Application.. - Balmelli, Liebling.. (2001)   (1 citation)  (Correct)

....few. Their irregular counterparts have also been extensively studied [11] but regular meshes are preferred because of their superior performance and flexibility for processing [9] transmission [12] and compression [10] For example, 4 8 meshes have been extensively used to visualize terrain data [2,7,15,17]. In this context, these meshes are also called quadtree triangulations because quadtrees are often used to store them [14,17,18] Terrain models are given as amplitude matrices (i.e. the parametrization is implicit) and 4 8 meshes are used to connect the vertices (Figures 2a e) Recently, ....

....surfaces are an important area of current investigation (e.g. 20] In both terrain visualization and subdivision surfaces, researchers often deal with large datasets. Therefore, simplification algorithms producing adaptive, multiresolution representations are an important topic of investigation [7,15,17,2]. Multiresolution representations of meshes with subdivision connectivity have many advantages over their uniform counterparts: They allow for vertices to be concentrated in detailed regions, leading to efficient descriptions of shapes. Also, their multiple levels of resolution provide an ....

[Article contains additional citation context not shown here]

P. Lindstrom, D. Koller, W. Ribarsky, L.F. Hodges, N. Faust, and G.A. Turner. Realtime continuous level of detail rendering of height fields. Proceedings of SIGGRAPH, pages 109--118, 1996.


Interactive Rendering of Deforming NURBS Surfaces - Li, al. (1997)   (2 citations)  (Correct)

....resolution model for rendering so that the details in the closest part of the object will not be lost. Sometimes, a small object may also have similar problems if, for example, it is close to the viewer. To overcome these limitations, related methods for managing large terrain models can be used [22,23,24]. These methods basically divide a large terrain surface into square blocks. All the polygons inside a block are arranged in a quadtree structure with the root node representing the whole block and the leaf nodes representing individual polygons. Each successive lower level of the tree represents ....

P. Lindstrom, D. Koller, W. Ribarsky, L. Hodges, N. Faust and G. Turner. "Real-Time, Continuous Level of Detail Rendering of Height Fields", In ACM SIGGRAPH'96, pp. 109-118, August 1996.


A Method for Progressive and Selective Transmission of.. - To, Lau, Green (1999)   (2 citations)  (Correct)

....according to the run time view and animation parameters implies that the method must be able to operate in real time. Various adaptive multi resolution methods have been proposed and the typical ones are discussed here. A few methods have been developed for managing large terrain models [7, 15, 18]. Basically, these methods regularly subdivide a large terrain surface. A hierarchical data structure, usually in the form of a quadtree, is constructed with the leaf nodes representing individual polygons, i.e. the highest resolution, and the root node representing the whole terrain surface, ....

P. Lindstrom, D. Koller, W. Ribarsky, L. Hodges, N. Faust, and G. A. Turner. Real-Time Continuous Level of Detail Rendering of Height Fields. In ACM Computer Graphics (SIGGRAPH '96), pages 109--118, August 1996.


Multiresolution Compression and Reconstruction - Staadt, Gross, Weber (1998)   (9 citations)  (Correct)

....topology using linear wavelets. However, high compression gain along with continuous approximation requires smooth, higher order polynomial wavelets, which are difficult to define over arbitrary meshes. The special case of digital terrain data was addressed, for instance, by Lindstrom et al. [14] and Gross et al. 10] The latter one used an underlying wavelet representation to govern mesh refinement and featured both global and local levels of detail. In summary, much effort has been spent on finding appropriate mesh simplification and representation methods which allow for fast and ....

P. Lindstrom, D. Koller, W. Ribarsky, L. F. Hodges, N. Faust, and G. A. Turner. "Real-time, continuous level of detail rendering of height fields." In H. Rushmeier, editor, Computer Graphics (SIGGRAPH '96 Proceedings), pages 109--118, Aug. 1996.


Terrain Simplification Simplified: A General Framework for.. - Lindstrom, Pascucci (2002)   (3 citations)  Self-citation (Lindstrom)   (Correct)

....of these algorithms, while taking care to give enough detail to make end to end implementations of our algorithms reasonably straightforward. We will first describe an algorithm for efficient viewdependent refinement. Using the common vertex hierarchy induced by recursive edge triangle bisection [2 4], we show that it is possible to (1) construct an adaptive mesh from scratch each frame, 2) perform fast, hierarchical view frustum culling, 3) The authors are with the Lawrence Livermore National Laboratory, 7000 East Avenue, L 560, Livermore, CA 94551. E mail: pl, pascucci llnl.gov. ....

....different schemes for rearranging the terrain data so that it can be accessed in a cache coherent manner. We will describe the problem of coherent data layouts in the second part of our paper. Because our method is stateless, we do not require maintaining dependencies in the vertex hierarchy [2], nor do we make explicit use of frame to frame coherence using mechanisms like priority queues [3, 5] active cuts [2, 3, 5, 6] or multi frame amortized evaluation [6] We do not mean to imply that such techniques are not useful, however making successful use of these concepts considerably ....

[Article contains additional citation context not shown here]

Peter Lindstrom, David Koller, William Ribarsky, Larry F. Hodges, Nick Faust, and Gregory Turner, "Real-time, continuous level of detail rendering of height fields," in Proceedings of SIGGRAPH 96, Holly Rushmeier, Ed., New Orleans, Louisiana, Aug. 1996, Computer Graphics Proceedings, Annual Conference Series, pp. 109--118, Addison Wesley.


Efficient Ray Intersection for Visualization and.. - Wartell, Ribarsky.. (1999)   Self-citation (Ribarsky Hodges)   (Correct)

....quadtree spatial subdivision with respect to computing ray terrain intersections. We extend a well known ray casting method for height augmented quadtrees defined on Cartesian coordinates. The extension also handles multi resolution terrain. 2 Background Our terrain visualization software is VGIS [8]. VGIS uses automatic, continuous level of detail management for geometry and imagery. The data is partitioned into 32 spheroidal quadrilaterals called zones. Each zone contains its own quadtree. Each quadtree supports terrain at resolutions varying from 8km down to a centimeter. Currently, ....

....at varying powers of 2. For rendering purposes, the system then goes to great lengths to ensure that the rendered terrain is a continuous surface. The algorithm uses a visual error metric to render the lowest detail level necessary to maintain visual quality while preserving mesh continuity [8]. As previously mentioned, contrary to ray casting models where the recursive subdivision of height quads continues down to individual voxels, in a regular mesh model a leaf quad contains a N by N array of triangle pairs called a block. Equally important, the quadtree is not a full tree. Instead a ....

Lindstrom, Peter, David Koller, William Ribarsky, Larry Hodges, Nick Faust, and Gregory Turner. Real-Time Continuous Level of Detail Rendering of Height Fields. Computer Graphics (SIGGRAPH 96), pp. 109-118.


Third-Person Navigation of Whole-Planet Terrain in a.. - Wartell, Ribarsky.. (1999)   (4 citations)  Self-citation (Ribarsky Hodges)   (Correct)

No context found.

Lindstrom, Peter, David Koller, William Ribarsky, Larry Hodges, Nick Faust, and Gregory Turner. Real-Time Continuous Level of Detail Rendering of Height Fields. Computer Graphics (SIGGRAPH 96), pp. 109-118 (1996).


Efficient Ray Intersection with Global Terrain using.. - Wartell, Ribarsky.. (1998)   (1 citation)  Self-citation (Ribarsky Hodges)   (Correct)

....We extend a well known ray casting method for heightaugmented quadtrees 1 defined on Cartesian coordinates. The extension handles multi resolution terrain covered by height augmented quadtrees which are based on geodetic coordinates. 2 Background Our terrain visualization software is VGIS [Lind96]. VGIS uses automatic, continuous level ofdetail management for geometry and imagery and quadtree subdivision. To accurately model global terrain, VGIS uses a two parameter ellipsoidal coordinate system commonly used in geodesy [Vani82] This two parameter ellipsoidal coordinate system is based on ....

....at varying powers of 2. For rendering purposes, the system then goes to great lengths to ensure that the rendered terrain is a continuous surface. The algorithm uses a visual error metric to render the minimum detail level necessary to maintain visual quality while preserving mesh continuity [Lind96]. As previously mentioned, contrary to ray casting models where the recursive subdivision of height quads continues down to the level of individual voxels, in a triangle mesh model a leaf quad contains a N by N array of triangle pairs called a block. Equally important, however, the quadtree is not ....

Peter Lindstrom, David Koller, William Ribarsky, Larry Hodges, Nick Faust, and Gregory Turner. Real-Time Continuous Level of Detail Rendering of Height Fields. Computer Graphics (SIGGRAPH 96), pp. 109-118 (1996).


Efficient Interactive Rendering of Detailed Models with.. - Lakhia (2004)   (Correct)

No context found.

P. Lindstrom, D. Koller, W. Ribarsky, L. Hodges, N. Faust, and G. Turner. Real-time continuous level of detail rendering of height fields. Proceedings of SIGGRAPH'96, pages 109--118, 1996.


Voxel Column Culling: - Occlusion Culling For   (Correct)

No context found.

Lindstrom, Peter et al:. Real-Time Continuous Level of Detail Rendering of Height Fields. Computer Graphics (SIGGRAPH '96 Conference Proceedings), vol. 30, pp. 109-118, 1996.


Terrain Decimation through Quadtree Morphing - Cline, Egbert (2001)   (1 citation)  (Correct)

No context found.

Peter Lindstrom et al. Real-Time Continuous Level of Detail Rendering of Height Fields. In Computer Graphics, pages 109--118. ACM SIGGRAPH, 1996.


Real-time Optimally Adapting Meshes - An Overview - Hoult (2004)   (Correct)

No context found.

P. Lindstrom, D. Koller, W. Ribarsky, L. F. Hodges, N. Faust, and G. A. Turner, "Real-time, continuous level of detail rendering of height fields", in Proceedings of SIGGRAPH 1996.


Hierarchical Representation and Coding of Surfaces.. - Kompatsiaris.. (2001)   (Correct)

No context found.

P. Lindstrom, D. Koller, W. Ribarsky, L. F. Hodges, N. Faust, and G. A. Turner, "Real-time, continuous level of detail rendering of height fields," in Proc. SIGGRAPH, 1996, pp. 109--118.


Hierarchical Representation and Coding of Surfaces.. - Kompatsiaris.. (2001)   (Correct)

No context found.

P. Lindstrom, D. Koller, W. Ribarsky, L. F. Hughes, N. Faust, and G. Turner, "Real-time, continuous level of detail rendering of height fields," in Proc. SIGGRAPH '96 Conf., H. Rushmeier, Ed., New Orleans, LA, Aug. 4--9, 1996, pp. 109--118.


Multiple Camera Considerations in a View-Dependent Continuous.. - Algor It Hm (2003)   (Correct)

No context found.

Lindstrom, P., Koller, D., Ribarsky W., Hodges, L., Faust, N. and Turner, G., "Real-time continuous level of detail rendering of height fields," SIGGRAPH'96: pp 109 - 118.


Efficient Implementation of Real-Time View-Dependent.. - Pajarola, DeCoro (2004)   (Correct)

No context found.

P. Lindstrom, D. Koller, W. Ribarsky, L.F. Hodges, N. Faust, and G.A. Turner, "Real-Time, Continuous Level of Detail Rendering of Height Fields," Proc. SIGGRAPH '96, pp. 109-118, 1996.


Unknown - To Surface Simplification   (Correct)

No context found.

P. Lindstrom, D. Koller, W. Ribarsky, L.F. Hodges, N. Faust, and G.A. Turner. Real-time continuous level of detail rendering of height fields. Proceedings of SIGGRAPH, pages 109--118, 1996.


Mukta Nandwani - Virginia Polytechnic Institute   (Correct)

No context found.

P. Lindstrom, D. Koller, W. Ribarsky, L. Hodges, N. Faust, and G. Turner, "Real-time continuous level of detail rendering of height fields," Proceedings of SIGGRAPH'96, pp. 109--118, 1996.


TerraVision II: Visualizing Massive Terrain Databases in VRML - Ml Ie Ee   (Correct)

No context found.

P. Lindstrom et al., "Real-Time Continuous Level of Detail Rendering of Height Fields," Proc. Siggraph 92, Addison Wesley Longman, Reading, Mass., 1996, pp. 109-118.

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