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
Large scale terrain visualization using the restricted quadtree triangulation
Proceedings of the conference on Visualization '98
Smooth view-dependent level-of-detail control and its application to terrain rendering
Proceedings of the conference on Visualization '98
New Techniques for Ray Tracing Procedurally Defined Objects
ACM Transactions on Graphics (TOG)
Texturing techniques for terrain visualization
Proceedings of the conference on Visualization '00
A terrain and cloud computer image generation model
SIGGRAPH '79 Proceedings of the 6th annual conference on Computer graphics and interactive techniques
Appearance-preserving simplification of polygonal models
Appearance-preserving simplification of polygonal models
Accelerating the ray tracing of height fields
Proceedings of the 2nd international conference on Computer graphics and interactive techniques in Australasia and South East Asia
Geometry clipmaps: terrain rendering using nested regular grids
ACM SIGGRAPH 2004 Papers
Relief mapping of non-height-field surface details
I3D '06 Proceedings of the 2006 symposium on Interactive 3D graphics and games
Dynamic parallax occlusion mapping with approximate soft shadows
I3D '06 Proceedings of the 2006 symposium on Interactive 3D graphics and games
Pyramidal displacement mapping: a GPU based artifacts-free ray tracing through an image pyramid
Proceedings of the ACM symposium on Virtual reality software and technology
Multi-grained level of detail using a hierarchical seamless texture atlas
Proceedings of the 2007 symposium on Interactive 3D graphics and games
Maximum mipmaps for fast, accurate, and scalable dynamic height field rendering
Proceedings of the 2008 symposium on Interactive 3D graphics and games
Hybrid rendering of dynamic heightfields using ray-casting and mesh rasterization
Proceedings of Graphics Interface 2010
Interactive smooth and curved shell mapping
EGSR'07 Proceedings of the 18th Eurographics conference on Rendering Techniques
Hi-index | 0.00 |
We propose a novel framework for terrain visualization (We call it Quad-tree atlas ray casting). The main ideal of our framework is to lay the height field textures and the color textures of all visible terrain tiles in a big texture respectively, then use the single big height field texture and the single big color texture to perform ray casting to get the final image. The framework is very simple, but it is advantaged in many aspects, e.g., steady frame rate, effortless levels of detail, efficient out of core, easy vector data rendering and high image quality with screen space error below one.