Geometry clipmaps present a quick, intuitive, and high performance solution to the problem of rendering terrain at varying levels of detail (LOD). Recent advances in graphics hardware allow a significant portion of geometry clipmap processing to be done on the GPU, making the performance even better. This paper explores implementing geometry clipmaps on the GPU and discusses the optimizations and pitfalls involved in doing so.
Interactively rendering geo-spatial scenery is a recurring theme in game development. This paper dem...
Multiresolution representations are often used in terrain rendering systems to increase system perfo...
Terrain rendering is one of the most challenging interactive visualizations in a game application. I...
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 ...
This thesis deals with rendering of large scale terrain. The first part describes theory of terrain ...
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...
Terrains are challenging geometric objects for real-time rendering and interactive manipulation. Sta...
Illustration using a coarse geometry clipmap (size n=31) View of the 216,000×93,600 U.S. dataset nea...
The rendering of huge terrain data is an actual problem in many application areas like interactive g...
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...
This work is focusing on optimization of large scale terrain rendering. It explains basic methods an...
We present a geometry compression scheme for restricted quadtree meshes and use this scheme for the ...
Interactively rendering geo-spatial scenery is a recurring theme in game development. This paper dem...
Multiresolution representations are often used in terrain rendering systems to increase system perfo...
Terrain rendering is one of the most challenging interactive visualizations in a game application. I...
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 ...
This thesis deals with rendering of large scale terrain. The first part describes theory of terrain ...
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...
Terrains are challenging geometric objects for real-time rendering and interactive manipulation. Sta...
Illustration using a coarse geometry clipmap (size n=31) View of the 216,000×93,600 U.S. dataset nea...
The rendering of huge terrain data is an actual problem in many application areas like interactive g...
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...
This work is focusing on optimization of large scale terrain rendering. It explains basic methods an...
We present a geometry compression scheme for restricted quadtree meshes and use this scheme for the ...
Interactively rendering geo-spatial scenery is a recurring theme in game development. This paper dem...
Multiresolution representations are often used in terrain rendering systems to increase system perfo...
Terrain rendering is one of the most challenging interactive visualizations in a game application. I...