This Article 
 Bibliographic References 
 Add to: 
Terrain Decimation through Quadtree Morphing
January-March 2001 (vol. 7 no. 1)
pp. 62-69

Abstract—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.

[1] D. Cline and P.K. Egbert, “Interactive Display of Very Large Textures,” Proc. IEEE Visualization 1998, pp. 343-350, 1998.
[2] D. Cohen-Or, E. Rich, U. Lerner, and V. Shenkar, A Real-Time Photo-Realistic Visual Flythrough IEEE Trans. Visualization and Computer Graphics, vol. 2, no. 3, pp. 255-264, Sept. 1996.
[3] D. Cohen-Or and Y. Levanoni, “Temporal Continuity of Levels of Detail in Delaunay Triangulated Terrain,” Proc. IEEE Visualization '96, pp. 37-42, Oct. 1996.
[4] M. de Berg and K.T.G. Dobrint, “On Levels of Detail in Terrains,” Proc. ACM Symp. Computational Geometry, pp. C26-C27, June 1995.
[5] L. DeFloriani and E. Puppo, “Hierarchical Triangulation for Multiresolution Surface Description,” ACM Trans. Graphics, vol. 14, no. 4, Oct. 1995.
[6] M.A. Duchaineau, M. Wolinsky, D.E. Sigeti, M.C. Miller, C. Aldrich, and M.B. Mineev-Weinstein, “ROAMing Terrain: Real-Time Optimally Adapting Meshes,” Proc. IEEE Visualization '97, pp. 81-88, Nov. 1997.
[7] J.S. Falby et al., “NPSNET: Hierarchical Data Structures for Real-Time Three-Dimensional Visual Simulation,” Computers and Graphics, vol. 17, no. 1, pp. 65-69, 1993.
[8] L.E. Hitchner and M.W. McGreevy, “Methods for User-Based Reduction of Model Complexity for Virtual Planetary Exploration,” Proc. SPIE, vol. 1913, pp. 1-16, 1993.
[9] H. Hoppe, “Progressive Meshes,” Proc. SIGGRAPH '96, pp. 99-108, 1996.
[10] H. Hoppe, “View-Dependent Refinement of Progressive Meshes,” Proc. SIGGRAPH '97, pp. 189-198, 1997.
[11] H. Hoppe, “Smooth View-Dependent Level-of-Detail Control and Its Application to Terrain Rendering,” Proc. IEEE Visualization '98, pp. 35-42, Oct. 1998.
[12] Y.G. Leclerc and S.Q. Lau, “TerraVision: A Terrain Visualization System,” Technical Note 540, SRI Int'l,, pp. 1-20, 1994.
[13] P. Lindstrom et al., “Level-of-Detail Management for Real-Time Rendering of Phototextured Terrain,” GIT-GVU Technical Report, 95-06, 1995.
[14] P. Lindstrom et al., "Real-Time, Continuous Level of Detail Rendering of Height Fields," Proc. Siggraph 96, ACM Press, New York, 1996, pp. 109-118.
[15] D. Luebke and C. Erikson, “View-Dependent Simplification of Arbitrary Polygonal Environments,” Proc. SIGGRAPH '97, pp. 199-208, 1997.
[16] S.M. Oborn, “UTAH: The Movie,” master's thesis, Utah State Univ., Logan, 1994.
[17] D.S. Pagleroni and S.M. Petersen, “Height Distributional Distance Transform Methods for Height Field Ray Tracing,” ACM Trans. Graphics, vol. 13, no. 4, pp. 376-399, Oct. 1994.
[18] R.B. Pajarola, “Large Scale Terrain Visualization Using the Restricted Quadtree Triangulation,” Proc. IEEE Visualization '98, pp. 19-26, Oct. 1998.
[19] B. Rabinovich and C. Gotsman, “Visualization of Large Terrains in Resource-Limited Computing Environments,” IEEE Trans. Visualization and Computer Graphics, vol. 3, pp. 95-102, 1997.
[20] L. Scarlatos and T. Pavlidis, “Hierarchical Triangulation Using Cartographic Coherence,” CVGIP: Graphical Models and Image Processing, vol. 54, no. 2, pp. 147-161, 1992.
[21] F. Schroder and P. RossBach, “Managing the Complexity of Digital Terrain Models,” Computers and Graphics, vol. 18, no. 6, pp. 65-70, 1994.
[22] D.C. Taylor and W. Barret, “An Algorithm for Continuous Resolution Polygonalizations of a Discrete Surface,” Proc. Graphics Interface '94, pp. 33-42, 1994.

Index Terms:
Polygon decimation, terrain rendering, Geomorph.
David Cline, Parris K. Egbert, "Terrain Decimation through Quadtree Morphing," IEEE Transactions on Visualization and Computer Graphics, vol. 7, no. 1, pp. 62-69, Jan.-March 2001, doi:10.1109/2945.910822
Usage of this product signifies your acceptance of the Terms of Use.