##
Notes on the height-map array and error arrays

More here.On the preprocess structure:

I use simple arrays for a 1024x1024 example--

int lmax;
// finest level of resolution

float **h;
// vertex height

float **e0,**e1;
// max error in triangle 0/1

Note that there are half as many vertices as triangles.

I just sub-sample the h's, which is by far the simplest thing when you
get

to the dynamic triangulations (else what would the hieght be when eight

*different* size triangles meet at a vertex?). The wedgie thicknesses

can actually be tighter than mentioned in the paper, but then you can

get splits causing *more* error on occasion and also the view-frustum

cull can be flakey because the bounds are not nested. I use the
tightest

possible wedgie bounds computed by exhaustive sampling and just deal

with the flakeyness issues (hacks and kluges, mostly).

##
Contact Information

Mark A. Duchaineau
-- duchaineau1@llnl.gov

Updated Dec 22, 1999