Real-Time, Continuous Level of Detail Rendering of Height Fields

Peter Lindstrom, David Koller, William Ribarsky, Larry F. Hodges, Nick Faust
Georgia Institute of Technology

Gregory A. Turner
SAIC

Proceedings of ACM SIGGRAPH 96, August 1996, pp. 109-118.

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Abstract

We present an algorithm for real-time level of detail reduction and display of high-complexity polygonal surface data. The algorithm uses a compact and efficient regular grid representation, and employs a variable screen-space threshold to bound the maximum error of the projected image. A coarse level of simplification is performed to select discrete levels of detail for blocks of the surface mesh, followed by further simplification through repolygonalization in which individual mesh vertices are considered for removal. These steps compute and generate the appropriate level of detail dynamically in real-time, minimizing the number of rendered polygons and allowing for smooth changes in resolution across areas of the surface. The algorithm has been implemented for approximating and rendering digital terrain models and other height fields, and consistently performs at interactive frame rates with high image quality.


teaser1 teaser2
Figure 1: Terrain surface tessellations corresponding to projected geometric error thresholds of one (left) and four (right) pixels.

1a 1b 1c
1a. 1b. 1c.
2a 2b 2c
2a.  Before simplification
13,304,214 polygons
2b.  After block-based LOD
1,179,690 polygons
2c.  After vertex-based LOD
64,065 polygons

3a 3b
3a. tau = 0.5, 62,497 polygons 3b. tau = 1.0, 23,287 polygons
3c 3d
3c. tau = 2.0, 8,612 polygons 3d. tau = 4.0, 3,385 polygons