Abstract
We propose a new approach to the automatic generation of triangular irregular networks from dense terrain models. We have developed and implemented an algorithm based on the greedy principle used to compute minimum-link paths in polygons. Our algorithm works by taking greedy cuts ('bites') out of a simple closed polygon that bounds the yet-to-be triangulated region. The algorithm starts with a large polygon, bounding the whole extent of the terrain to be triangulated, and works its way inward, performing at each step one of three basic operations: ear cutting, greedy biting, and edge splitting. We give experimental evidence that our method is competitive with current algorithms and has the potential to be faster and to generate many fewer triangles. Also, it is able to keep the structural terrain fidelity at almost no extra cost in running time and it requires very little memory beyond that for the input height array.
Original language | English (US) |
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Title of host publication | Proceedings of the IEEE Visualization Conference |
Editors | Gregory M. Nielson, Deborah Silver |
Publisher | IEEE |
Pages | 201-208 |
Number of pages | 8 |
State | Published - 1995 |
Event | Proceedings of the 1995 6th Annual IEEE Conference on Visualization - Atlanta, GA, USA Duration: Oct 29 1995 → … |
Other
Other | Proceedings of the 1995 6th Annual IEEE Conference on Visualization |
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City | Atlanta, GA, USA |
Period | 10/29/95 → … |
ASJC Scopus subject areas
- General Computer Science
- General Engineering