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Issue No.01 - January-March (2001 vol.7)
pp: 62-69
ABSTRACT
<p><b>Abstract</b>—We present a new terrain decimation technique called a Quadtree Morph, or Q-morph. The new approach eliminates the usual popping artifacts associated with polygon reduction, replacing them with less objectionable smooth morphing. We show that Q-morphing is fast enough to create a view-dependent terrain model for each frame in an interactive environment. In contrast to most Geomorph algorithms, Q-morphing does not use a time step to interpolate between geometric configurations. Instead, the geometry motion in a Q-morph is based solely on the position of the viewer.</p>
INDEX TERMS
Polygon decimation, terrain rendering, Geomorph.
CITATION
David Cline, Parris K. Egbert, "Terrain Decimation through Quadtree Morphing", IEEE Transactions on Visualization & Computer Graphics, vol.7, no. 1, pp. 62-69, January-March 2001, doi:10.1109/2945.910822
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