Title:
Efficient Ray Intersection with Global Terrain using Spheroidal Height-Augmented Quadtrees

dc.contributor.author Wartell, Zachary Justin
dc.contributor.author Ribarsky, William
dc.contributor.author Hodges, Larry F.
dc.date.accessioned 2004-10-22T17:48:29Z
dc.date.available 2004-10-22T17:48:29Z
dc.date.issued 1998
dc.description.abstract We present an algorithm for efficiently computing ray intersections with multi-resolution global terrain which is partitioned by spheroidal height-augmented quadtrees. While previous methods support terrain defined on a Cartesian coordinate system, our methods support terrain defined on a two-parameter ellipsoidal coordinate system. This curvilinear system is necessary for an accurate model of global terrain. Supporting multi-resolution terrain and quadtrees on this curvilinear coordinate system raises a surprising number of complications. We describe the complexities and present solutions. The final algorithm is suited for interactive terrain selection, simple collision detection and simple LOS (line-of-site) queries on global terrain. en
dc.format.extent 172680 bytes
dc.format.mimetype application/pdf
dc.identifier.uri http://hdl.handle.net/1853/3486
dc.language.iso en_US
dc.publisher Georgia Institute of Technology en
dc.relation.ispartofseries GVU Technical Report;GIT-GVU-98-38
dc.subject Terrain en
dc.subject Computer graphics en
dc.subject Spheroidal quadtrees en
dc.title Efficient Ray Intersection with Global Terrain using Spheroidal Height-Augmented Quadtrees en
dc.type Text
dc.type.genre Technical Report
dspace.entity.type Publication
local.contributor.corporatename GVU Center
local.relation.ispartofseries GVU Technical Report Series
relation.isOrgUnitOfPublication d5666874-cf8d-45f6-8017-3781c955500f
relation.isSeriesOfPublication a13d1649-8f8b-4a59-9dec-d602fa26bc32
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