In this master thesis report, a scheme for adaptive hardware terrain tessellation is presented. The scheme uses an offline processing approach where a height map is analyzed in terms of curvature and the result is stored in a resource called density map. This density map is then bound as a resource to the hardware tessellation stage and used to bias the tessellation factor for a given edge. The scheme is implemented inside FrostbiteTM2 by EATM DICETM and produces good results while making the heightfield rendering more efficient. The performance gain can be used to increase the rendering detail, allowing for better visual appearance for the terrain mesh. The scheme is currently implemented for hardware tessellation but could also be used fo...
Background. Rendering planets with high detail from orbit to surface level is becoming increasingly ...
We recently introduced an efficient technique for out-of-core rendering and management of large text...
Generating and rendering ribbons from a stream of particles is common in games and VFX to visualize ...
In this master thesis report, a scheme for adaptive hardware terrain tessellation is presented. The ...
Modern Graphics Processing Units (GPU) exhibit a high degree of parallelism and over the years have ...
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...
This master's thesis deals with terrain rendering using a modern algorithm for adaptive level of det...
This thesis presents a technique for GPU-based terrain rendering and the changes made to the HPC-lab...
The following paper proposes an alternative approach to the real-time adaptive triangulation problem...
While the games industry grows, the need for visually appealing graphics increase. This drives the d...
We present a method for real-time level of detail reduction that is able to display high-complexity ...
In general, changes in society or the environment are expected depending on changes in terrain. The ...
The amount of input data acquired from a remote sensing equipment is rapidly growing. Interactive v...
This thesis presents the design and implementation of a software tool for Navielektro Ky that genera...
Background. Rendering planets with high detail from orbit to surface level is becoming increasingly ...
We recently introduced an efficient technique for out-of-core rendering and management of large text...
Generating and rendering ribbons from a stream of particles is common in games and VFX to visualize ...
In this master thesis report, a scheme for adaptive hardware terrain tessellation is presented. The ...
Modern Graphics Processing Units (GPU) exhibit a high degree of parallelism and over the years have ...
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...
This master's thesis deals with terrain rendering using a modern algorithm for adaptive level of det...
This thesis presents a technique for GPU-based terrain rendering and the changes made to the HPC-lab...
The following paper proposes an alternative approach to the real-time adaptive triangulation problem...
While the games industry grows, the need for visually appealing graphics increase. This drives the d...
We present a method for real-time level of detail reduction that is able to display high-complexity ...
In general, changes in society or the environment are expected depending on changes in terrain. The ...
The amount of input data acquired from a remote sensing equipment is rapidly growing. Interactive v...
This thesis presents the design and implementation of a software tool for Navielektro Ky that genera...
Background. Rendering planets with high detail from orbit to surface level is becoming increasingly ...
We recently introduced an efficient technique for out-of-core rendering and management of large text...
Generating and rendering ribbons from a stream of particles is common in games and VFX to visualize ...