Illustration using a coarse geometry clipmap (size n=31) View of the 216,000×93,600 U.S. dataset near Grand Canyon (n=255) Figure 1:Terrains rendered using geometry clipmaps, showing clipmap levels (size n×n) and transition regions (in blue on right). Rendering throughput has reached a level that enables a novel approach to level-of-detail (LOD) control in terrain rendering. We introduce the geometry clipmap, which caches the terrain in a set of nested regular grids centered about the viewer. The grids are stored as vertex buffers in fast video memory, and are incrementally refilled as the viewpoint moves. This simple framework provides visual continuity, uniform frame rate, complexity throttling, and graceful degradation. Moreover it allow...
Figure 1: A terrain field of over 300 gigasamples (left). Direct editing using a paint and displacem...
This paper describes an efficient technique for the rendering of large terrain surfaces. The techniq...
This paper introduces a terrain rendering technique based on Geometry Clipmaps. This technique inclu...
Microsoft researcher, and his colleague F. Losasso from Stanford University presented an absolutely ...
A primary difficulty in terrain rendering is displaying realistic terrains to the user at real-time ...
The geometry clipmap introduced in Losasso and Hoppe 2004 is a new level-of-detail structure for ren...
A primary difficulty in terrain rendering is displaying realistic terrains to the user at real-time...
Geometry clipmaps present a quick, intuitive, and high performance solution to the problem of render...
The rendering of huge terrain data is an actual problem in many application areas like interactive g...
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...
We present a technique for efficient management of large textures and its real-time application to g...
Several sophisticated methods are available for efficient rendering of out-of-core terrain data sets...
We present a method for real-time level of detail reduction that is able to display high-complexity ...
We present a geometry compression scheme for restricted quadtree meshes and use this scheme for the ...
Figure 1: A terrain field of over 300 gigasamples (left). Direct editing using a paint and displacem...
This paper describes an efficient technique for the rendering of large terrain surfaces. The techniq...
This paper introduces a terrain rendering technique based on Geometry Clipmaps. This technique inclu...
Microsoft researcher, and his colleague F. Losasso from Stanford University presented an absolutely ...
A primary difficulty in terrain rendering is displaying realistic terrains to the user at real-time ...
The geometry clipmap introduced in Losasso and Hoppe 2004 is a new level-of-detail structure for ren...
A primary difficulty in terrain rendering is displaying realistic terrains to the user at real-time...
Geometry clipmaps present a quick, intuitive, and high performance solution to the problem of render...
The rendering of huge terrain data is an actual problem in many application areas like interactive g...
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...
We present a technique for efficient management of large textures and its real-time application to g...
Several sophisticated methods are available for efficient rendering of out-of-core terrain data sets...
We present a method for real-time level of detail reduction that is able to display high-complexity ...
We present a geometry compression scheme for restricted quadtree meshes and use this scheme for the ...
Figure 1: A terrain field of over 300 gigasamples (left). Direct editing using a paint and displacem...
This paper describes an efficient technique for the rendering of large terrain surfaces. The techniq...
This paper introduces a terrain rendering technique based on Geometry Clipmaps. This technique inclu...