A primary difficulty in terrain rendering is displaying realistic terrains to the user at real-time frame rates. The brute force approach is usually too complex for real-time frame rates to be achieved. Several terrain-rendering techniques have been proposed that use Level of Detail (LOD) to generate a simplified representation of a terrain. The geometry clipmap is a recently proposed approach that utilises the potential of modern graphics hardware. It stores vertex data on the graphics card, that is updated incrementally as the viewpoint moves. LOD is achieved using regular nested grids of increasing size and decreasing detail, centred around the viewpoint. We implemented the geometry clipmaps algorithm, and present aspects of our implemen...
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....
Real-time rendering of large-scale terrains is a difficult problem and remains an active field of re...
The geometry clipmap introduced in Losasso and Hoppe 2004 is a new level-of-detail structure for ren...
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...
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...
This thesis deals with rendering of large scale terrain. The first part describes theory of terrain ...
The rendering of huge terrain data is an actual problem in many application areas like interactive g...
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 ...
Terrain rendering is one of the most challenging interactive visualizations in a game application. I...
Terrains are challenging geometric objects for real-time rendering and interactive manipulation. Sta...
Often the bottleneck in the real-time 3D rendering applications is the rendering of a terrain. Geomi...
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....
Real-time rendering of large-scale terrains is a difficult problem and remains an active field of re...
The geometry clipmap introduced in Losasso and Hoppe 2004 is a new level-of-detail structure for ren...
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...
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...
This thesis deals with rendering of large scale terrain. The first part describes theory of terrain ...
The rendering of huge terrain data is an actual problem in many application areas like interactive g...
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 ...
Terrain rendering is one of the most challenging interactive visualizations in a game application. I...
Terrains are challenging geometric objects for real-time rendering and interactive manipulation. Sta...
Often the bottleneck in the real-time 3D rendering applications is the rendering of a terrain. Geomi...
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....
Real-time rendering of large-scale terrains is a difficult problem and remains an active field of re...