Multiresolution representations are often used in terrain rendering systems to increase system performance. To avoid popping effects, these systems usually utilize geomorphing technique, which may be presented as the bottleneck of the system. With the recent advance of graphics hardware, that is, the programmability, we try to decrease the CPU load by shifting the geomorphing from CPU to GPU. But this doubles the data amount that needs to be transferred through graphics bus. By carefully organizing terrain data in compact format, we can reduce the data amount to about 40 % of the original. These techniques help us to accelerate the rendering process about 30 % to 100%, compared with standard OpenGL implementation
In this paper, we present a new terrain rendering approach, with adaptive triangulation performed en...
A primary difficulty in terrain rendering is displaying realistic terrains to the user at real-time ...
Terrain rendering is one of the most challenging interactive visualizations in a game application. I...
Interactively rendering geo-spatial scenery is a recurring theme in game development. This paper dem...
Recent development in graphics hardware opened the possibility for new terrain rendering techniques....
Terrains are challenging geometric objects for real-time rendering and interactive manipulation. Sta...
Terrain rendering has heretofore been computed by a CPU and rendered by a combination of CPU and GPU...
Despite the vast processing power of modern GPUs, rendering terrain geometry at sufficient frame rat...
We present a method for real-time level of detail reduction that is able to display high-complexity ...
Visual simulation of natural eroded terrains using computer graphics has always been a fascinating r...
This master's thesis deals with terrain rendering using a modern algorithm for adaptive level of det...
Computer gamers demand more realistic effects for each release of a new game. This final year projec...
This thesis deals with rendering of large scale terrain. The first part describes theory of terrain ...
Graphic Processing Units (GPUs) are getting more powerful and are currently capable of displaying mi...
The geometry clipmap introduced in Losasso and Hoppe 2004 is a new level-of-detail structure for ren...
In this paper, we present a new terrain rendering approach, with adaptive triangulation performed en...
A primary difficulty in terrain rendering is displaying realistic terrains to the user at real-time ...
Terrain rendering is one of the most challenging interactive visualizations in a game application. I...
Interactively rendering geo-spatial scenery is a recurring theme in game development. This paper dem...
Recent development in graphics hardware opened the possibility for new terrain rendering techniques....
Terrains are challenging geometric objects for real-time rendering and interactive manipulation. Sta...
Terrain rendering has heretofore been computed by a CPU and rendered by a combination of CPU and GPU...
Despite the vast processing power of modern GPUs, rendering terrain geometry at sufficient frame rat...
We present a method for real-time level of detail reduction that is able to display high-complexity ...
Visual simulation of natural eroded terrains using computer graphics has always been a fascinating r...
This master's thesis deals with terrain rendering using a modern algorithm for adaptive level of det...
Computer gamers demand more realistic effects for each release of a new game. This final year projec...
This thesis deals with rendering of large scale terrain. The first part describes theory of terrain ...
Graphic Processing Units (GPUs) are getting more powerful and are currently capable of displaying mi...
The geometry clipmap introduced in Losasso and Hoppe 2004 is a new level-of-detail structure for ren...
In this paper, we present a new terrain rendering approach, with adaptive triangulation performed en...
A primary difficulty in terrain rendering is displaying realistic terrains to the user at real-time ...
Terrain rendering is one of the most challenging interactive visualizations in a game application. I...