We present a technique for efficient management of large textures and its real-time application to geometric models. The proposed technique is inspired by the clipmap [12] idea, that caches in video memory a subset of the texture mipmap pyramid. Based on this concept, we define some structures and a different management allowing its implementation on a personal computer without specific graphics hardware. Finally, we present the results of the application in a terrain visualization system, using several simultaneous textures with a detail up to 0.25 meters per texel, covering a 60,000 km2 area
The real-time rendering of arbitrarily large textures is a problem that has long been studied in ter...
Graphic Processing Units (GPUs) are getting more powerful and are currently capable of displaying mi...
A primary difficulty in terrain rendering is displaying realistic terrains to the user at real-time...
We present a technique for efficient management of large textures and its real-time application to g...
Microsoft researcher, and his colleague F. Losasso from Stanford University presented an absolutely ...
Illustration using a coarse geometry clipmap (size n=31) View of the 216,000×93,600 U.S. dataset nea...
The geometry clipmap introduced in Losasso and Hoppe 2004 is a new level-of-detail structure for ren...
This thesis deals with rendering of large scale terrain. The first part describes theory of terrain ...
Geometry clipmaps present a quick, intuitive, and high performance solution to the problem of render...
A primary difficulty in terrain rendering is displaying realistic terrains to the user at real-time ...
The rendering of huge terrain data is an actual problem in many application areas like interactive g...
Video games and simulators commonly use very detailed textures, whose cumulative size is often large...
Terrains are challenging geometric objects for real-time rendering and interactive manipulation. Sta...
Texture mapping has been a fundamental feature for commodity graphics hardware. However, a key chall...
This paper presents a method for view-dependent texture management into a large terrain 3D visualiza...
The real-time rendering of arbitrarily large textures is a problem that has long been studied in ter...
Graphic Processing Units (GPUs) are getting more powerful and are currently capable of displaying mi...
A primary difficulty in terrain rendering is displaying realistic terrains to the user at real-time...
We present a technique for efficient management of large textures and its real-time application to g...
Microsoft researcher, and his colleague F. Losasso from Stanford University presented an absolutely ...
Illustration using a coarse geometry clipmap (size n=31) View of the 216,000×93,600 U.S. dataset nea...
The geometry clipmap introduced in Losasso and Hoppe 2004 is a new level-of-detail structure for ren...
This thesis deals with rendering of large scale terrain. The first part describes theory of terrain ...
Geometry clipmaps present a quick, intuitive, and high performance solution to the problem of render...
A primary difficulty in terrain rendering is displaying realistic terrains to the user at real-time ...
The rendering of huge terrain data is an actual problem in many application areas like interactive g...
Video games and simulators commonly use very detailed textures, whose cumulative size is often large...
Terrains are challenging geometric objects for real-time rendering and interactive manipulation. Sta...
Texture mapping has been a fundamental feature for commodity graphics hardware. However, a key chall...
This paper presents a method for view-dependent texture management into a large terrain 3D visualiza...
The real-time rendering of arbitrarily large textures is a problem that has long been studied in ter...
Graphic Processing Units (GPUs) are getting more powerful and are currently capable of displaying mi...
A primary difficulty in terrain rendering is displaying realistic terrains to the user at real-time...