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Terrain decimation through Quadtree Morphing
2001
IEEE Transactions on Visualization and Computer Graphics
We present a new terrain decimation technique called a Quadtree Morph, or Q-morph. The new approach eliminates the usual popping artifacts associated with polygon reduction, replacing them with less objectionable smooth morphing. We show that Q-morphing is fast enough to create a view-dependent terrain model for each frame in an interactive environment. In contrast to most Geomorph algorithms, Q-morphing does not use a time step to interpolate between geometric configurations. Instead, the
doi:10.1109/2945.910822
fatcat:qa2oee3dhbdihdrebpzhb3h2cu