Surface simplification using quadric error metrics
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Texturing techniques for terrain visualization
Proceedings of the conference on Visualization '00
Visualization of large terrains made easy
Proceedings of the conference on Visualization '01
Huge texture mapping for real-time visualization of large-scale terrain
Proceedings of the ACM symposium on Virtual reality software and technology
Solid height-map sets: modeling and visualization
Proceedings of the 2008 ACM symposium on Solid and physical modeling
Interactive GPU-based procedural heightfield brushes
Proceedings of the 4th International Conference on Foundations of Digital Games
A GPU Tile-Load-Map architecture for terrain rendering: theory and applications
The Visual Computer: International Journal of Computer Graphics - Special Issue SMI'2008
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In recent years, many systems have been developed to handle real-time rendering of a 3D-city model and its terrain. These terrains are often constructed using one of the two main methods for representing terrain e.g. Image-based or geometry-based terrains. Both of these methods have its advantages and disadvantages, which are presented in this paper. However, by combining these methods and their advantages a more efficient modeling tool can be achieved. This paper presents a framework of how these two techniques can be linked and integrated by usage of the Graphics Processing Unit (GPU), which result in a user-friendlier and more efficient modeling process of terrain. The main objective with our framework is to address the difficulty of integrating a 3D model of a planned building with its surrounding ground, into a 3D-city model. Furthermore, the framework is also applicable on general 3D models that address the same issues regarding integration of 3D models into a terrain model.