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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.

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Index Terms:
Polygon decimation, terrain rendering, Geomorph.
Citation:
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
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