Rendering high quality digital terrains at interactive rates requires carefully crafted algorithms and data structures able to balance the competing requirements of realism and …
We present an efficient approach for end-to-end out-of-core construction and interactive inspection of very large arbitrary surface models. The method tightly integrates visibility …
We describe an efficient technique for out-of-core construction and accurate view-dependent visualization of very large surface models. The method uses a regular conformal hierarchy of …
We describe an efficient technique for out-of-core management and interactive rendering of planet sized textured terrain surfaces. The technique, called planet-sized batched dynamic …
Micro-meshes (μ-meshes) are a new structured graphics primitive supporting a large increase in geometric fidelity, without commensurate memory and run-time processing costs …
We recently introduced an efficient multiresolution structure for distributing and rendering very large point sampled models on consumer graphics platforms [1]. The structure is based …
Y Livny, Z Kogan, J El-Sana - The Visual Computer, 2009 - Springer
In this paper we present a novel approach for interactive rendering of large terrain datasets. Our approach is based on subdividing a terrain into rectangular patches at different …
We present a LOD rendering technique for large, textured terrain, which is well-suited for recent GPUs. In a preprocess, we tile the domain, and we compute for each tile a discrete …