Real-time, continuous level of detail rendering of height fields
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
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VIS '97 Proceedings of the 8th conference on Visualization '97
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Proceedings of the conference on Visualization '98
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ACSC '01 Proceedings of the 24th Australasian conference on Computer science
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Proceedings of the 29th annual conference on Computer graphics and interactive techniques
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IEEE Transactions on Visualization and Computer Graphics
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Proceedings of the Eurographics Workshop on Rendering Techniques '97
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VR '00 Proceedings of the IEEE Virtual Reality 2000 Conference
Maximum mipmaps for fast, accurate, and scalable dynamic height field rendering
Proceedings of the 2008 symposium on Interactive 3D graphics and games
Quad-Tree atlas ray casting: a GPU based framework for terrain visualization and its applications
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In this paper we apply a run--based ray--traversal algorithm to accelerate the ray tracing of height fields. To intersect the ray and the height field three processes occur: the ray is traversed through the grid that underlies the height field, an intersection between each cell and the ray is sought and if found the intersection point between the ray and the height field is calculated. Run--based ray traversal algorithms, to determine the path of the ray through the height field, have a significant computational advantage over the cell--based traversal algorithms used to date. They also present important structural information that can be used to accelerate the process of determining if and where an intersection has occurred.