We present a generic framework for realtime rendering of 3D surfaces. We use the common elevation map prim-itive, by which a given surface is decomposed into a set of patches. Each patch is parameterized as an elevation map over a planar domain and resampled on a regular grid. While current hardware accelerated rendering approaches require conversion of this representation back into a trian-gle mesh or point set, we propose to render the elevation maps directly in a hardware accelerated environment. We use one base data set to render each patch in the common vertex and fragment shader pipeline. We implement mesh-or point-based rendering by using a base mesh or a base point set respectively. This provides the basis for the under-lying primit...
In this paper we present a novel approach for interactive rendering of large terrain datasets which ...
In this paper we propose a GPU based interactive geometric modeling approach to designing fine level...
Computer gamers demand more realistic effects for each release of a new game. This final year projec...
We present a method for real-time level of detail reduction that is able to display high-complexity ...
The geometry clipmap introduced in Losasso and Hoppe 2004 is a new level-of-detail structure for ren...
Captured and generated 3D data can be so large that it creates a problem for today's computers since...
Terrains are challenging geometric objects for real-time rendering and interactive manipulation. Sta...
A primary difficulty in terrain rendering is displaying realistic terrains to the user at real-time ...
Interactively rendering geo-spatial scenery is a recurring theme in game development. This paper dem...
We present an algorithm for real-time level of detail reduction and display of high-complexity polyg...
This master's thesis deals with terrain rendering using a modern algorithm for adaptive level of det...
Despite the vast processing power of modern GPUs, rendering terrain geometry at sufficient frame rat...
iAbstract The photo-realistic reproduction of natural terrains is a classical challenge in computer ...
We present a geometry compression scheme for restricted quadtree meshes and use this scheme for the ...
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 ...
In this paper we propose a GPU based interactive geometric modeling approach to designing fine level...
Computer gamers demand more realistic effects for each release of a new game. This final year projec...
We present a method for real-time level of detail reduction that is able to display high-complexity ...
The geometry clipmap introduced in Losasso and Hoppe 2004 is a new level-of-detail structure for ren...
Captured and generated 3D data can be so large that it creates a problem for today's computers since...
Terrains are challenging geometric objects for real-time rendering and interactive manipulation. Sta...
A primary difficulty in terrain rendering is displaying realistic terrains to the user at real-time ...
Interactively rendering geo-spatial scenery is a recurring theme in game development. This paper dem...
We present an algorithm for real-time level of detail reduction and display of high-complexity polyg...
This master's thesis deals with terrain rendering using a modern algorithm for adaptive level of det...
Despite the vast processing power of modern GPUs, rendering terrain geometry at sufficient frame rat...
iAbstract The photo-realistic reproduction of natural terrains is a classical challenge in computer ...
We present a geometry compression scheme for restricted quadtree meshes and use this scheme for the ...
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 ...
In this paper we propose a GPU based interactive geometric modeling approach to designing fine level...
Computer gamers demand more realistic effects for each release of a new game. This final year projec...