Efficient terrain data representation for 3D rendering using the generalized BFOS algorithm

Scott P. Oswald, Kannan Ramchandran, Thomas S. Huang

Research output: Contribution to conferencePaperpeer-review

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 languageEnglish (US)
Pages448-451
Number of pages4
StatePublished - 1997
EventProceedings of the 1997 International Conference on Image Processing. Part 2 (of 3) - Santa Barbara, CA, USA
Duration: Oct 26 1997Oct 29 1997

Other

OtherProceedings of the 1997 International Conference on Image Processing. Part 2 (of 3)
CitySanta Barbara, CA, USA
Period10/26/9710/29/97

ASJC Scopus subject areas

  • Hardware and Architecture
  • Computer Vision and Pattern Recognition
  • Electrical and Electronic Engineering

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