Texturing and modeling: a procedural approach
Texturing and modeling: a procedural approach
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
Realistic modeling and rendering of plant ecosystems
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
SIGGRAPH '85 Proceedings of the 12th annual conference on Computer graphics and interactive techniques
Interactive visualization of complex plant ecosystems
Proceedings of the conference on Visualization '02
Cell projection of convex polyhedra
VG '03 Proceedings of the 2003 Eurographics/IEEE TVCG Workshop on Volume graphics
Automated Generation of Visual Simulation Databases Using Remote Sensing and GIS
VIS '95 Proceedings of the 6th conference on Visualization '95
Wang Tiles for image and texture generation
ACM SIGGRAPH 2003 Papers
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)
Rendering forest scenes in real-time
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
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The area of terrain rendering has seen great improvements both in rendering performance and image quality. The latest terrain rendering algorithms efficiently utilize the capabilities of actual programmable graphics hardware in order to achieve real-time visualizations of large terrain models. Despite these advances, a remotely sensed dataset will not look realistic unless the terrain model also accounts for the vegetation. We present an extension of the C-LOD technique that is able to enrich large GIS scenes with forestal detail by rendering trees and bushes in a view-dependent way. The placement of the trees is derived automatically from real NDVI data. We also present a NDVI based texture splatting method in order to render the underlying grass layer in a realistic way.