Issue No. 01 - January-March (2001 vol. 7)
DOI Bookmark: http://doi.ieeecomputersociety.org/10.1109/2945.910822
<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>
Polygon decimation, terrain rendering, Geomorph.
Parris K. Egbert, David Cline, "Terrain Decimation through Quadtree Morphing", IEEE Transactions on Visualization & Computer Graphics, vol. 7, no. , pp. 62-69, January-March 2001, doi:10.1109/2945.910822