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학술대회 Implementation and Optimization Issues of the Triangular Patch-Based Terrain System
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저자
임충규, 배승조, 박경, 이영직
발행일
200709
출처
International Conference of Entertainment Computing (ICEC) 2007 (LNCS 4740), v.4740, pp.133-138
DOI
https://dx.doi.org/10.1007/978-3-540-74873-1_17
초록
A new dynamic LOD system is recently proposed to represent fairly large artificial terrains using hierarchical triangular patches[5]. Its mesh structure is unique from other conventional methods because it is designed to reduce the total number of draw primitive calls in a frame rather than the number of primitives. Another distinctive feature is its no-triangulation during the mesh adaptation by using its hierarchical layers and pre-constructed matching blocks. The purpose of the paper is to explain its implementation issues to make the new approach more understandable. Some of optimization issues are also discussed for better implementations © IFIP International Federation for Information Processing 2007.
KSP 제안 키워드
Conventional methods, International federation, Mesh adaptation, Mesh structure, New approach, information processing, patch-based, triangular patches