The geometry clipmap introduced in Losasso and Hoppe 2004 is a new level-of-detail structure for rendering terrains. It caches terrain geometry in a set of nested regular grids, which are incrementally shifted as the viewer moves. The grid structure provides a number of benefits over previous irregular-mesh techniques: simplicity of data structures, smooth visual transitions, steady rendering rate, graceful degradation, efficient compression, and runtime detail synthesis. In this chapter, we describe a GPU-based implementation of geometry clipmaps, enabled by vertex textures. By processing terrain geometry as a set of images, we can perform nearly all computations on the GPU itself, thereby reducing CPU load. The technique is easy to implem...
Terrain rendering is one of the most challenging interactive visualizations in a game application. I...
We present a method for real-time level of detail reduction that is able to display high-complexity ...
In this paper we present a novel approach for interactive rendering of large terrain datasets which ...
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...
This thesis deals with rendering of large scale terrain. The first part describes theory of terrain ...
Illustration using a coarse geometry clipmap (size n=31) View of the 216,000×93,600 U.S. dataset nea...
Terrains are challenging geometric objects for real-time rendering and interactive manipulation. Sta...
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...
Recent development in graphics hardware opened the possibility for new terrain rendering techniques....
Despite the vast processing power of modern GPUs, rendering terrain geometry at sufficient frame rat...
The rendering of huge terrain data is an actual problem in many application areas like interactive g...
Interactively rendering geo-spatial scenery is a recurring theme in game development. This paper dem...
We present a geometry compression scheme for restricted quadtree meshes and use this scheme for the ...
Terrain rendering is one of the most challenging interactive visualizations in a game application. I...
We present a method for real-time level of detail reduction that is able to display high-complexity ...
In this paper we present a novel approach for interactive rendering of large terrain datasets which ...
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...
This thesis deals with rendering of large scale terrain. The first part describes theory of terrain ...
Illustration using a coarse geometry clipmap (size n=31) View of the 216,000×93,600 U.S. dataset nea...
Terrains are challenging geometric objects for real-time rendering and interactive manipulation. Sta...
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...
Recent development in graphics hardware opened the possibility for new terrain rendering techniques....
Despite the vast processing power of modern GPUs, rendering terrain geometry at sufficient frame rat...
The rendering of huge terrain data is an actual problem in many application areas like interactive g...
Interactively rendering geo-spatial scenery is a recurring theme in game development. This paper dem...
We present a geometry compression scheme for restricted quadtree meshes and use this scheme for the ...
Terrain rendering is one of the most challenging interactive visualizations in a game application. I...
We present a method for real-time level of detail reduction that is able to display high-complexity ...
In this paper we present a novel approach for interactive rendering of large terrain datasets which ...