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
Efficiency of RINGO algorithm for large terrain rendering
ICCOMP'07 Proceedings of the 11th WSEAS International Conference on Computers
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Nowadays, the 3D terrain rendering algorithms have very important role in the wide variety of applications, starting from the video games up to the time-critical simulations, and real-time systems for command and control. RINGO algorithm presented in this paper enables the out-of-core terrain rendering with minimal CPU utilization. Based on OpenGL, it is easily portable to various platforms and operating systems.