Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Interactive display of very large textures
Proceedings of the conference on Visualization '98
SIGGRAPH '85 Proceedings of the 12th annual conference on Computer graphics and interactive techniques
Texturing techniques for terrain visualization
Proceedings of the conference on Visualization '00
IEEE Computer Graphics and Applications
Geometry clipmaps: terrain rendering using nested regular grids
ACM SIGGRAPH 2004 Papers
Procedural content generation for games: A survey
ACM Transactions on Multimedia Computing, Communications, and Applications (TOMCCAP)
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The navigation and rendering of very large-scale terrain are facing a difficult problem that the geometry data and texture data cannot be used directly due to the storage space, computation capacity, and I/O bandwidth. To provide more realistic detail of terrain scene, procedural detail is a good solution. Firstly, this paper introduces a method of procedural geometry based on the terrain tile quad-tree and the Patch-LOD algorithm. Then, the texture generation operator is described and the method of dynamic pre-computation of patch-texture is presented. Finally, the experimental system based on these above ideas and methods has been implemented. The experimental results show that these methods are effective and are appropriate to the development of 3D games and battlefield applications.