On Levels of Detail in Terrains

Mark de Berg, Katrin T.G. Dobrindt
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Abstract

In many applications it is important that one view a scene at different levels of detail. A prime example is flight simulation. A high level of detail is needed when flying low, whereas a low level of detail suffices when flying high. More precisely, one would like to visualize the part of the scene that is close at a high level of detail and the part that is far away at a low level of detail. We propose a hierarchy of detail levels for a polyhedral terrain (or, triangulated irregular network) that given a viewpoint, makes it possible to select the appropriate level of detail for each part of the terrain in such a way that the parts still fit together. The main advantage of our structure is that it uses the Delaunay triangulation at each level, so that triangles with very small angles are avoided. This is the first method that uses the Delaunay triangulation and still allows one to combine different levels into a single representation.

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关于地形的细节层次
在许多应用中,从不同的细节层次来观察一个场景是很重要的。一个典型的例子就是飞行模拟。低空飞行需要高水平的细节,而高空飞行则需要低水平的细节。更准确地说,人们希望在高细节水平上可视化场景中近的部分,而在低细节水平上可视化远的部分。我们提出了一个多面体地形(或三角形不规则网络)的细节层次结构,给出了一个视点,可以为地形的每个部分选择适当的细节层次,这样这些部分仍然可以结合在一起。我们的结构的主要优点是它在每一层都使用了Delaunay三角剖分,这样就避免了角很小的三角形。这是使用Delaunay三角剖分的第一种方法,并且仍然允许将不同的关卡组合到一个单独的表示中。
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