Figure 1: A terrain field of over 300 gigasamples (left). Direct editing using a paint and displacement brush (right) and simultaneous rendering of the resulting changes is performed at 60 fps on a 1920×1080 viewport using our approach. Previous terrain rendering approaches have addressed the aspect of data compression and fast decoding for rendering, but applications where the terrain is repeatedly modified and needs to be buffered on disk have not been considered so far. Such applications require both decoding and encoding to be faster than disk transfer. We present a novel approach for editing gigasample terrain fields at interactive rates and high quality. To achieve high decoding and encoding throughput, we employ a compression scheme ...
The aim of the rapid world modeling project is to implement a system to visualize the topography of ...
We present a method for real-time level of detail reduction that is able to display high-complexity ...
We describe a parallel framework for interactive smooth rendering of massive terrains. We define a p...
We present a geometry compression scheme for restricted quadtree meshes and use this scheme for the ...
Several sophisticated methods are available for efficient rendering of out-of-core terrain data sets...
Terrains are challenging geometric objects for real-time rendering and interactive manipulation. Sta...
Despite the vast processing power of modern GPUs, rendering terrain geometry at sufficient frame rat...
This thesis deals with rendering of large scale terrain. The first part describes theory of terrain ...
Real-time rendering of large-scale terrains is a difficult problem and remains an active field of re...
Recent development in graphics hardware opened the possibility for new terrain rendering techniques....
A primary difficulty in terrain rendering is displaying realistic terrains to the user at real-time ...
This paper describes an efficient technique for the rendering of large terrain surfaces. The techniq...
Illustration using a coarse geometry clipmap (size n=31) View of the 216,000×93,600 U.S. dataset nea...
We present an algorithm for real-time level of detail reduction and display of high-complexity polyg...
The geometry clipmap introduced in Losasso and Hoppe 2004 is a new level-of-detail structure for ren...
The aim of the rapid world modeling project is to implement a system to visualize the topography of ...
We present a method for real-time level of detail reduction that is able to display high-complexity ...
We describe a parallel framework for interactive smooth rendering of massive terrains. We define a p...
We present a geometry compression scheme for restricted quadtree meshes and use this scheme for the ...
Several sophisticated methods are available for efficient rendering of out-of-core terrain data sets...
Terrains are challenging geometric objects for real-time rendering and interactive manipulation. Sta...
Despite the vast processing power of modern GPUs, rendering terrain geometry at sufficient frame rat...
This thesis deals with rendering of large scale terrain. The first part describes theory of terrain ...
Real-time rendering of large-scale terrains is a difficult problem and remains an active field of re...
Recent development in graphics hardware opened the possibility for new terrain rendering techniques....
A primary difficulty in terrain rendering is displaying realistic terrains to the user at real-time ...
This paper describes an efficient technique for the rendering of large terrain surfaces. The techniq...
Illustration using a coarse geometry clipmap (size n=31) View of the 216,000×93,600 U.S. dataset nea...
We present an algorithm for real-time level of detail reduction and display of high-complexity polyg...
The geometry clipmap introduced in Losasso and Hoppe 2004 is a new level-of-detail structure for ren...
The aim of the rapid world modeling project is to implement a system to visualize the topography of ...
We present a method for real-time level of detail reduction that is able to display high-complexity ...
We describe a parallel framework for interactive smooth rendering of massive terrains. We define a p...