Large open terrains require visual simplifications to be able to be rendered in real-time. One possibility is to subdivide the terrain into a quad tree where each node in the tree represents a simpler version of a tile of the terrain. This requires an algorithm that can traverse the quad tree, choose which tiles to render, and to save performance, remove tiles that are not in front of the camera. When the terrain is simplified in this manner, the algorithm must also make sure that the terrain does not feature holes in between the simplified parts. This thesis investigates the differences between the Mesh shading pipeline and the traditional graphics pipeline in two kinds of these terrain algorithms. First a naive algorithm implemented on th...
In this paper we present a novel approach for interactive rendering of large terrain datasets which ...
This thesis deals with rendering of large scale terrain. The first part describes theory of terrain ...
In this paper we present a novel approach for interactive rendering of large terrain datasets which ...
Large open terrains require visual simplifications to be able to be rendered in real-time. One possi...
Terrains are challenging geometric objects for real-time rendering and interactive manipulation. Sta...
Terrains are challenging geometric objects for real-time rendering and interactive manipulation. Sta...
Despite the vast processing power of modern GPUs, rendering terrain geometry at sufficient frame rat...
Abstract: Improving terrain tile data selection efficiency, real-time loading of visible tile data a...
Interactive navigation of very large-scale terrain environment involves many difficulties because of...
The technique of large-terrain rendering is still in progress. This paper proposes a simple algorith...
International audienceWe present a method to populate very large terrains with very detailed feature...
In this paper we present a novel approach for interactive rendering of large terrain datasets which ...
Graphic Processing Units (GPUs) are getting more powerful and are currently capable of displaying mi...
Graphic Processing Units (GPUs) are getting more powerful and are currently capable of displaying mi...
Abstract: With the advent of modern graphic processors, rendering a complex terrain in real time was...
In this paper we present a novel approach for interactive rendering of large terrain datasets which ...
This thesis deals with rendering of large scale terrain. The first part describes theory of terrain ...
In this paper we present a novel approach for interactive rendering of large terrain datasets which ...
Large open terrains require visual simplifications to be able to be rendered in real-time. One possi...
Terrains are challenging geometric objects for real-time rendering and interactive manipulation. Sta...
Terrains are challenging geometric objects for real-time rendering and interactive manipulation. Sta...
Despite the vast processing power of modern GPUs, rendering terrain geometry at sufficient frame rat...
Abstract: Improving terrain tile data selection efficiency, real-time loading of visible tile data a...
Interactive navigation of very large-scale terrain environment involves many difficulties because of...
The technique of large-terrain rendering is still in progress. This paper proposes a simple algorith...
International audienceWe present a method to populate very large terrains with very detailed feature...
In this paper we present a novel approach for interactive rendering of large terrain datasets which ...
Graphic Processing Units (GPUs) are getting more powerful and are currently capable of displaying mi...
Graphic Processing Units (GPUs) are getting more powerful and are currently capable of displaying mi...
Abstract: With the advent of modern graphic processors, rendering a complex terrain in real time was...
In this paper we present a novel approach for interactive rendering of large terrain datasets which ...
This thesis deals with rendering of large scale terrain. The first part describes theory of terrain ...
In this paper we present a novel approach for interactive rendering of large terrain datasets which ...