Real-time, continuous level of detail rendering of height fields
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
ROAMing terrain: real-time optimally adapting meshes
VIS '97 Proceedings of the 8th conference on Visualization '97
Visualization of large terrains made easy
Proceedings of the conference on Visualization '01
TerraVision II: Visualizing Massive Terrain Databases in VRML
IEEE Computer Graphics and Applications
Automatic extraction of Irregular Network digital terrain models
SIGGRAPH '79 Proceedings of the 6th annual conference on Computer graphics and interactive techniques
Geometry clipmaps: terrain rendering using nested regular grids
ACM SIGGRAPH 2004 Papers
Planet-Sized Batched Dynamic Adaptive Meshes (P-BDAM)
Proceedings of the 14th IEEE Visualization 2003 (VIS'03)
RINGO: block based algorithm for large terrain rendering
ISCGAV'06 Proceedings of the 6th WSEAS International Conference on Signal Processing, Computational Geometry & Artificial Vision
Terrain rendering using spherical clipmaps
EUROVIS'06 Proceedings of the Eighth Joint Eurographics / IEEE VGTC conference on Visualization
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Nowadays, many time-critical applications require 3D rendering algorithms for the visualization of massive terrain datasets. For such applications it is essentially important to use CPU processing power as little as possible, because in real-life applications the CPU usually has more task to do than just a terrain drawing. There is a huge burden imposed by sensors polling, received information interpretation, communication with other devices and their management. This paper presents efficiency of simple out-of-core terrain-rendering algorithm, using OpenGL display lists organized into nested rings.