In this paper, we present a new terrain rendering approach, with adaptive triangulation performed entirely on the GPU via tessellation unit available on the DX11-class graphics hardware. The proposed approach avoids encoding of the triangulation topology thus reducing the CPU burden significantly. It also minimizes the data transfer overhead between host and GPU memory, which also improves rendering performance. During the preprocessing, we construct a multiresolution terrain height map representation that is encoded by the robust compression technique enabling direct error control. The technique is efficiently accelerated by the GPU and allows the trade-off between speed and compression performance. At run time, an adaptive triangulation i...
Recent development in graphics hardware opened the possibility for new terrain rendering techniques....
This paper describes an efficient technique for the rendering of large terrain surfaces. The techniq...
We recently introduced an efficient technique for out-of-core rendering and management of large text...
In this paper, we present a new terrain rendering approach, with adaptive triangulation performed en...
Synthetic terrain is a key element in many applications, which can lessen the sense of realism if it...
Modern Graphics Processing Units (GPU) exhibit a high degree of parallelism and over the years have ...
We present a geometry compression scheme for restricted quadtree meshes and use this scheme for the ...
We present a method for real-time level of detail reduction that is able to display high-complexity ...
Terrains are challenging geometric objects for real-time rendering and interactive manipulation. Sta...
High-quality terrain rendering has been the focus of many visualization applications over recent dec...
The interactive visualisation of digital terrain datasets deals with their interrelated issues: qual...
In this master thesis report, a scheme for adaptive hardware terrain tessellation is presented. The ...
In this paper we present a novel approach for interactive rendering of large terrain datasets which ...
This paper introduces RASTeR, a GPU based LOD technique for interactive rendering of large terrains ...
Terrain rendering is an important issue in Geographic Information Systems and other fields. During l...
Recent development in graphics hardware opened the possibility for new terrain rendering techniques....
This paper describes an efficient technique for the rendering of large terrain surfaces. The techniq...
We recently introduced an efficient technique for out-of-core rendering and management of large text...
In this paper, we present a new terrain rendering approach, with adaptive triangulation performed en...
Synthetic terrain is a key element in many applications, which can lessen the sense of realism if it...
Modern Graphics Processing Units (GPU) exhibit a high degree of parallelism and over the years have ...
We present a geometry compression scheme for restricted quadtree meshes and use this scheme for the ...
We present a method for real-time level of detail reduction that is able to display high-complexity ...
Terrains are challenging geometric objects for real-time rendering and interactive manipulation. Sta...
High-quality terrain rendering has been the focus of many visualization applications over recent dec...
The interactive visualisation of digital terrain datasets deals with their interrelated issues: qual...
In this master thesis report, a scheme for adaptive hardware terrain tessellation is presented. The ...
In this paper we present a novel approach for interactive rendering of large terrain datasets which ...
This paper introduces RASTeR, a GPU based LOD technique for interactive rendering of large terrains ...
Terrain rendering is an important issue in Geographic Information Systems and other fields. During l...
Recent development in graphics hardware opened the possibility for new terrain rendering techniques....
This paper describes an efficient technique for the rendering of large terrain surfaces. The techniq...
We recently introduced an efficient technique for out-of-core rendering and management of large text...