Fast View-Dependent Level-of-Detail Rendering Using Cached Geometry
By Josh Levenberg, published in IEEE Visualization 2002.
- Presentation (Acrobat PDF) [UPDATED Nov 3rd] -- has the latest performance numbers
- Demo (7.4MB) [UPDATED Nov 3rd] (for Windows, requires OpenGL, NVIDIA video card)
- First parameter is height field (16-bit grayscale png, 2^n+1 x 2^n+1); defaults to "def_hf.png"
- Second parameter is texture map (8-bit gray or rgb, 2^m x 2^m); will generate a grayscale texture if none supplied
- Third parameter is height to width ratio (if the base of the height field is 1 unit by 1 unit, how tall should the height field be?)
- "makemap n [filename [seed]]" to make new random fractal terrain (2^n+1 x 2^n+1)
- Demo without height field data (225k)
- Puget Sound data set
- can view with, for example, "dlod ps_height_4k.png ps_texture_4k.png 0.04" (note: could
increase the last number to exaggerate the heights)
- Source code [UPDATED Mar 13]; built using: