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
Smooth view-dependent level-of-detail control and its application to terrain rendering
Proceedings of the conference on Visualization '98
Texturing and Modeling
Interactive geometry remeshing
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Signal-specialized parametrization
EGRW '02 Proceedings of the 13th Eurographics workshop on Rendering
Geometry clipmaps: terrain rendering using nested regular grids
ACM SIGGRAPH 2004 Papers
Hardware accelerated multi-resolution geometry synthesis
I3D '06 Proceedings of the 2006 symposium on Interactive 3D graphics and games
Level of detail for terrain geometry images
AFRIGRAPH '07 Proceedings of the 5th international conference on Computer graphics, virtual reality, visualisation and interaction in Africa
Rendering surface details with diffusion curves
ACM SIGGRAPH Asia 2009 papers
Controllable texture synthesis for runtime simulation of large-scale vegetation
Proceedings of the 8th International Conference on Virtual Reality Continuum and its Applications in Industry
On-the-fly decompression and rendering of multiresolution terrain
Proceedings of the 2010 ACM SIGGRAPH symposium on Interactive 3D Graphics and Games
3D Research
Rectilinear texture warping for fast adaptive shadow mapping
I3D '12 Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
Real-time tessellation of terrain on graphics hardware
Computers & Geosciences
Practical algorithm for unlimited scale terrain rendering
CSCC'11 Proceedings of the 2nd international conference on Circuits, Systems, Communications & Computers
Point sampling with uniformly distributed lines
SPBG'05 Proceedings of the Second Eurographics / IEEE VGTC conference on Point-Based Graphics
Feature-Preserving Displacement Mapping With Graphics Processing Unit (GPU) Tessellation
Computer Graphics Forum
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We describe an approach for rendering large terrains in real-time. A digital elevation map defines the rough shape of the terrain. During rendering, procedural geometric and texture detail is added by the graphics hardware. We show, how quad meshes can be generated quickly that have a locally varying resolution that is optimized for the inclusion of procedural detail. We obtain these distorted meshes by importance based warping of geometry images. The resulting quad mesh can then be rendered very efficiently by graphics hardware, which also adds all visible procedural detail using vertex and fragment programs.