Abstract
Digital terrain data has widespread applications in areas such as the military, geographic information systems (GIS), and flight simulator video games. The combination of the abundance of terrain data with the limited rendering capabilities of computer graphics machines creates the necessity for algorithms which generate efficient representations of the data for rendering. This paper presents such an algorithm. Terrain data is tessellated using a regular triangular grid, and the regular grid is represented using a binary tree. The generalized BFOS algorithm, a well-known optimal tree-pruning method for regression and quantization trees is used to prune the tree optimally, resulting in a far more efficient representation of this data than known in the literature. In addition to its optimal properties, the representation is also embedded, making it suitable for displays at multiple resolutions.
Original language | English (US) |
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Pages | 448-451 |
Number of pages | 4 |
State | Published - 1997 |
Event | Proceedings of the 1997 International Conference on Image Processing. Part 2 (of 3) - Santa Barbara, CA, USA Duration: Oct 26 1997 → Oct 29 1997 |
Other
Other | Proceedings of the 1997 International Conference on Image Processing. Part 2 (of 3) |
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City | Santa Barbara, CA, USA |
Period | 10/26/97 → 10/29/97 |
ASJC Scopus subject areas
- Hardware and Architecture
- Computer Vision and Pattern Recognition
- Electrical and Electronic Engineering