An Efficient Restricted Quadtree Triangulation based on the Hilbert Space-filling Curve
Abstract
Digital Terrain Models play an important role in a variety of applications such as games, virtual simulations and geographic information systems. Most of terrain visualization techniques are based on multiresolution models that reduce the number of rendered primitives using different levels of detail. In fact, the main problems are the big number of primitives to visualize and the transmission of large terrain datasets across the networks. The main contributions of this paper are focused on the first of this problems: an efficient implementation of a quadtree data structure for in-memory representation of terrain models is proposed, and a triangle strip generation algorithm based on the Hilbert space-filling curve for the fast rendering of the final multiresolution mesh.
BibTeX
@inproceedings {10.2312:LocalChapterEvents:CEIG:CEIG08:241-244,
booktitle = {CEIG 08 - Congreso Espanol de Informatica Grafica},
editor = {Luis Matey and Juan Carlos Torres},
title = {{An Efficient Restricted Quadtree Triangulation based on the Hilbert Space-filling Curve}},
author = {Valle, Y.},
year = {2008},
publisher = {The Eurographics Association},
ISBN = {978-3-905673-69-2},
DOI = {10.2312/LocalChapterEvents/CEIG/CEIG08/241-244}
}
booktitle = {CEIG 08 - Congreso Espanol de Informatica Grafica},
editor = {Luis Matey and Juan Carlos Torres},
title = {{An Efficient Restricted Quadtree Triangulation based on the Hilbert Space-filling Curve}},
author = {Valle, Y.},
year = {2008},
publisher = {The Eurographics Association},
ISBN = {978-3-905673-69-2},
DOI = {10.2312/LocalChapterEvents/CEIG/CEIG08/241-244}
}