The real-time rendering of arbitrarily large textures is a problem that has long been studied in terrain visualization. For years, different approaches have been published that have either expensive hardware requirements or other severe limitations in quality, performance or versatility. The biggest problem is usually a strong coupling between geometry and texture, both regarding database structure, as well as LOD management. This paper presents a new approach to high resolution, real-time texturing of dynamic data that avoids the drawbacks of previous techniques and offers additional possibilities. The most important benefits are: out-of-core texture visualization from dynamic data, efficient per-fragment texture LOD computation, total ind...
Texture mapping has traditionally played a key role in real-time 3D computer graphics, where it is u...
Realistic rendering of 3D graphics scenes often requires large amounts of data and processing. High ...
As virtual worlds applications get more and more demanding in terms of world complexity and renderin...
The real-time rendering of arbitrarily large textures is a problem that has long been studied in ter...
The real-time rendering of arbitrarily large textures is a problem that has long been studied in ter...
In this paper, we present a framework for real-time rendering of large scale terrains with texture m...
Several sophisticated methods are available for efficient rendering of out-of-core terrain data sets...
We recently introduced an efficient technique for out-of-core rendering and management of large text...
M.Sc.Real-time terrain rendering (RTTR) is an exciting eld in computer graphics. The algorithms and ...
This project is an implementation of an editable terrain system. By maintaining an octree of volumet...
The rendering of huge terrain data is an actual problem in many application areas like interactive g...
Graphic Processing Units (GPUs) are getting more powerful and are currently capable of displaying mi...
Graphic Processing Units (GPUs) are getting more powerful and are currently capable of displaying mi...
This paper presents a method for view-dependent texture management into a large terrain 3D visualiza...
As virtual worlds applications get more and more demanding in terms of world complexity and renderin...
Texture mapping has traditionally played a key role in real-time 3D computer graphics, where it is u...
Realistic rendering of 3D graphics scenes often requires large amounts of data and processing. High ...
As virtual worlds applications get more and more demanding in terms of world complexity and renderin...
The real-time rendering of arbitrarily large textures is a problem that has long been studied in ter...
The real-time rendering of arbitrarily large textures is a problem that has long been studied in ter...
In this paper, we present a framework for real-time rendering of large scale terrains with texture m...
Several sophisticated methods are available for efficient rendering of out-of-core terrain data sets...
We recently introduced an efficient technique for out-of-core rendering and management of large text...
M.Sc.Real-time terrain rendering (RTTR) is an exciting eld in computer graphics. The algorithms and ...
This project is an implementation of an editable terrain system. By maintaining an octree of volumet...
The rendering of huge terrain data is an actual problem in many application areas like interactive g...
Graphic Processing Units (GPUs) are getting more powerful and are currently capable of displaying mi...
Graphic Processing Units (GPUs) are getting more powerful and are currently capable of displaying mi...
This paper presents a method for view-dependent texture management into a large terrain 3D visualiza...
As virtual worlds applications get more and more demanding in terms of world complexity and renderin...
Texture mapping has traditionally played a key role in real-time 3D computer graphics, where it is u...
Realistic rendering of 3D graphics scenes often requires large amounts of data and processing. High ...
As virtual worlds applications get more and more demanding in terms of world complexity and renderin...