ROAMing terrain: real-time optimally adapting meshes
VIS '97 Proceedings of the 8th conference on Visualization '97
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
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)
High-quality networked terrain rendering from compressed bitstreams
Proceedings of the twelfth international conference on 3D web technology
Efficiency of RINGO algorithm for large terrain rendering
ICCOMP'07 Proceedings of the 11th WSEAS International Conference on Computers
Programming and Computing Software
A Hardware Accelerated Algorithm for Terrain Visualization
UAHCI '09 Proceedings of the 5th International Conference on Universal Access in Human-Computer Interaction. Part III: Applications and Services
Real-time tessellation of terrain on graphics hardware
Computers & Geosciences
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We describe a terrain rendering algorithm for spherical terrains based on clipmaps. It leverages the high geometry throughput of current GPU to render large static triangle sets. The vertices are displaced by a height map texture. Our main contribution is mapping of texture coordinates to calculate the height map sample position based on the static vertex offset and the variable view position.