Interactive navigation over very large-scale terrain environments is a highly challenging topic since the model involved often contains huge amount of geometries and textures, even exceeds the capacity of system memory. In this paper, we put forward a high-performance technique for real-time walkthrough in very large-scale terrain environments. By the technique, perception-guided simplification is adopted through application of a new error metric-Constrained Normal Cone in the preprocessing stage. Both silhouette-preserving and shading-preserving criteria are satisfied in our navigation system. Furthermore, the pre-extracted Potential Silhouette from each block can be used to construct the incremental horizon at run time for delicate visibi...
This paper describes a computationally inexpensive approach to learning and identification of maneuv...
This paper considers how out-of-core visualization applies to terrain datasets, which are among the ...
This thesis investigates the effectiveness of using pre-computed scenes to accelerate on-line cullin...
Interactive navigation over very large-scale terrain environments is a highly challenging topic sinc...
Interactive navigation of very large-scale terrain environment involves many difficulties because of...
AbstractIn order to eliminate the popping effect of switching among levels of detail and to increase...
We present an elegant and simple to implement framework for per-forming out-of-core visualization an...
We present an elegant and simple to implement framework for per-forming out-of-core visualization an...
Terrain visualization is a difficult problem for applications requiring accurate images of large dat...
The amount of input data acquired from a remote sensing equipment is rapidly growing. Interactive v...
Though considerable progress has been made with the view-dependent techniques in terrain visualizati...
This paper describes the design and engineering of algorithms for computing visibility maps on massi...
Graphic Processing Units (GPUs) are getting more powerful and are currently capable of displaying mi...
A visual navigation system is described which uses texture mapped primitives to represent clusters o...
In this paper, we present a framework for real-time rendering of large scale terrains with texture m...
This paper describes a computationally inexpensive approach to learning and identification of maneuv...
This paper considers how out-of-core visualization applies to terrain datasets, which are among the ...
This thesis investigates the effectiveness of using pre-computed scenes to accelerate on-line cullin...
Interactive navigation over very large-scale terrain environments is a highly challenging topic sinc...
Interactive navigation of very large-scale terrain environment involves many difficulties because of...
AbstractIn order to eliminate the popping effect of switching among levels of detail and to increase...
We present an elegant and simple to implement framework for per-forming out-of-core visualization an...
We present an elegant and simple to implement framework for per-forming out-of-core visualization an...
Terrain visualization is a difficult problem for applications requiring accurate images of large dat...
The amount of input data acquired from a remote sensing equipment is rapidly growing. Interactive v...
Though considerable progress has been made with the view-dependent techniques in terrain visualizati...
This paper describes the design and engineering of algorithms for computing visibility maps on massi...
Graphic Processing Units (GPUs) are getting more powerful and are currently capable of displaying mi...
A visual navigation system is described which uses texture mapped primitives to represent clusters o...
In this paper, we present a framework for real-time rendering of large scale terrains with texture m...
This paper describes a computationally inexpensive approach to learning and identification of maneuv...
This paper considers how out-of-core visualization applies to terrain datasets, which are among the ...
This thesis investigates the effectiveness of using pre-computed scenes to accelerate on-line cullin...