The definition and rendering of terrain maps
SIGGRAPH '86 Proceedings of the 13th annual conference on Computer graphics and interactive techniques
Generalized stochastic subdivision
ACM Transactions on Graphics (TOG)
Real-time, continuous level of detail rendering of height fields
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Temporal continuity of levels of detail in Delaunay triangulated terrain
Proceedings of the 7th conference on Visualization '96
ROAMing terrain: real-time optimally adapting meshes
VIS '97 Proceedings of the 8th conference on Visualization '97
Visualization of large terrains in resource-limited computing environments
VIS '97 Proceedings of the 8th conference on Visualization '97
Building and traversing a surface at variable resolution
VIS '97 Proceedings of the 8th conference on Visualization '97
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
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
Optimization of mesh locality for transparent vertex caching
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Multiresolution rendering with displacement mapping
HWWS '99 Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Fast texture synthesis using tree-structured vector quantization
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Adaptive view dependent tessellation of displacement maps
HWWS '00 Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
Computer rendering of stochastic models
Communications of the ACM
I3D '01 Proceedings of the 2001 symposium on Interactive 3D graphics
Texturing techniques for terrain visualization
Proceedings of the conference on Visualization '00
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Fast view-dependent level-of-detail rendering using cached geometry
Proceedings of the conference on Visualization '02
Terrain Simplification Simplified: A General Framework for View-Dependent Out-of-Core Visualization
IEEE Transactions on Visualization and Computer Graphics
IEEE Computer Graphics and Applications
Fast Progressive Image Coding without Wavelets
DCC '00 Proceedings of the Conference on Data Compression
SIGGRAPH '83 Proceedings of the 10th annual conference on Computer graphics and interactive techniques
Proceedings of the 2003 Eurographics/ACM SIGGRAPH symposium on Geometry processing
Planet-Sized Batched Dynamic Adaptive Meshes (P-BDAM)
Proceedings of the 14th IEEE Visualization 2003 (VIS'03)
Real-Time Optimal Adaptation for Planetary Geometry and Texture: 4-8 Tile Hierarchies
IEEE Transactions on Visualization and Computer Graphics
Parallel controllable texture synthesis
ACM SIGGRAPH 2005 Papers
Adaptive streaming and rendering of large terrains using strip masks
GRAPHITE '05 Proceedings of the 3rd international conference on Computer graphics and interactive techniques in Australasia and South East Asia
Real-time visualization of large textured terrains
GRAPHITE '05 Proceedings of the 3rd international conference on Computer graphics and interactive techniques in Australasia and South East Asia
Hardware accelerated multi-resolution geometry synthesis
I3D '06 Proceedings of the 2006 symposium on Interactive 3D graphics and games
Proceedings of the 2006 ACM symposium on Solid and physical modeling
Visual Analysis of Gel-Free Proteome Data
IEEE Transactions on Visualization and Computer Graphics
Adviser: Immersive Field Work for Planetary Geoscientists
IEEE Computer Graphics and Applications
Interactive 3D terrain exploration and visualization
Proceedings of the 43rd annual Southeast regional conference - Volume 2
Simple dynamic LOD for geometry images
Proceedings of the 4th international conference on Computer graphics and interactive techniques in Australasia and Southeast Asia
ACM SIGGRAPH 2006 Sketches
Visualization of large ISO-Surfaces based on nested clip-boxes
SIGGRAPH '05 ACM SIGGRAPH 2005 Posters
High-quality networked terrain rendering from compressed bitstreams
Proceedings of the twelfth international conference on 3D web technology
Multi-grained level of detail using a hierarchical seamless texture atlas
Proceedings of the 2007 symposium on Interactive 3D graphics and games
Part IV: runtime texture synthesis
ACM SIGGRAPH 2007 courses
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
Multi resolution infrared optical properties for Gaussian sea surfaces
MOAS'07 Proceedings of the 18th conference on Proceedings of the 18th IASTED International Conference: modelling and simulation
Multiresolution geometric details on subdivision surfaces
Proceedings of the 5th international conference on Computer graphics and interactive techniques in Australia and Southeast Asia
A New Seamless Multi-resolution Simplification Method for the Terrain Model
WI-IATW '07 Proceedings of the 2007 IEEE/WIC/ACM International Conferences on Web Intelligence and Intelligent Agent Technology - Workshops
Smugglers and border guards: the GeoStar project at RPI
Proceedings of the 15th annual ACM international symposium on Advances in geographic information systems
A new simplification method for terrain model using discrete particle swarm optimization
Proceedings of the 15th annual ACM international symposium on Advances in geographic information systems
Efficiency of RINGO algorithm for large terrain rendering
ICCOMP'07 Proceedings of the 11th WSEAS International Conference on Computers
RINGO: block based algorithm for large terrain rendering
ISCGAV'06 Proceedings of the 6th WSEAS International Conference on Signal Processing, Computational Geometry & Artificial Vision
A view-dependent method for the multi-resolution representation of terrains with roads embedded
International Journal of Remote Sensing
Hierarchical triangular patches for terrain rendering with their matching blocks
Proceedings of the 3rd international conference on Digital Interactive Media in Entertainment and Arts
A post-processed 3D visualization tool for forest fire simulations
Proceedings of the 1st international conference on Simulation tools and techniques for communications, networks and systems & workshops
Programming and Computing Software
VR-GIS: an integrated platform of VR navigation and GIS analysis for city/region simulation
VRCAI '08 Proceedings of The 7th ACM SIGGRAPH International Conference on Virtual-Reality Continuum and Its Applications in Industry
A novel page-based data structure for interactive walkthroughs
Proceedings of the 2009 symposium on Interactive 3D graphics and games
Parallel view-dependent refinement of progressive meshes
Proceedings of the 2009 symposium on Interactive 3D graphics and games
Dynamic hybrid terrain representation based on convexity limits identification
International Journal of Geographical Information Science
Texture classification for 3D urban map
Journal on Image and Video Processing
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
Continuity mapping for multi-chart textures
ACM SIGGRAPH Asia 2009 papers
Advances in Games Technology: Software, Models, and Intelligence
Simulation and Gaming
Adaptive quasi-interpolating quartic splines
Computing - Geometric Modelling, Dagstuhl 2008
Multi resolution infrared optical properties for Gaussian sea surfaces
MS '07 The 18th IASTED International Conference on Modelling and Simulation
NDVI-based vegetation rendering
CGIM '07 Proceedings of the Ninth IASTED International Conference on Computer Graphics and Imaging
On-the-fly decompression and rendering of multiresolution terrain
Proceedings of the 2010 ACM SIGGRAPH symposium on Interactive 3D Graphics and Games
Cascaded light propagation volumes for real-time indirect illumination
Proceedings of the 2010 ACM SIGGRAPH symposium on Interactive 3D Graphics and Games
ACM Transactions on Graphics (TOG)
A wavelet-based image enhancement algorithm for real time multi-resolution texture mapping
ICVR'07 Proceedings of the 2nd international conference on Virtual reality
Hybrid rendering of dynamic heightfields using ray-casting and mesh rasterization
Proceedings of Graphics Interface 2010
Efficient contour line labelling for terrain modelling
ACSC '10 Proceedings of the Thirty-Third Australasian Conferenc on Computer Science - Volume 102
3D Research
Seamless heterogeneous 3D tessellation via DWT domain smoothing and mosaicking
EURASIP Journal on Advances in Signal Processing
SMI 2011: Full Paper: Template-based quadrilateral meshing
Computers and Graphics
Streaming and synchronization of multi-user worlds through HTTP/1.1
Proceedings of the 16th International Conference on 3D Web Technology
High-quality fast image upsampling algorithm based on CUDA
HCII'11 Proceedings of the 14th international conference on Human-computer interaction: design and development approaches - Volume Part I
Terramechanics based terrain deformation for real-time off-road vehicle simulation
ISVC'11 Proceedings of the 7th international conference on Advances in visual computing - Volume Part I
Computer-Aided Design
A system for real-time deformable terrain
Proceedings of the South African Institute of Computer Scientists and Information Technologists Conference on Knowledge, Innovation and Leadership in a Diverse, Multidisciplinary Environment
Fast multiresolution terrain rendering with symmetric cluster sets
SIGGRAPH Asia 2011 Sketches
Geometry compression method for terrain rendering with GPU-based error metric
Proceedings of the 10th International Conference on Virtual Reality Continuum and Its Applications in Industry
Hardware acceleration of terrain visualization using ef-buffers
ISCIS'06 Proceedings of the 21st international conference on Computer and Information Sciences
A time-controlling terrain rendering algorithm
VSMM'06 Proceedings of the 12th international conference on Interactive Technologies and Sociotechnical Systems
Per-pixel rendering of terrain data
ICCS'06 Proceedings of the 6th international conference on Computational Science - Volume Part III
Perception-Guided simplification for real time navigation of very large-scale terrain environments
ICCSA'06 Proceedings of the 6th international conference on Computational Science and Its Applications - Volume Part I
Simple and fast terrain rendering using graphics hardware
ICAT'06 Proceedings of the 16th international conference on Advances in Artificial Reality and Tele-Existence
Real-time GPU-based simulation of dynamic terrain
ISVC'06 Proceedings of the Second international conference on Advances in Visual Computing - Volume Part I
Real-time tessellation of terrain on graphics hardware
Computers & Geosciences
Real-Time streaming and rendering of terrains
ICVGIP'06 Proceedings of the 5th Indian conference on Computer Vision, Graphics and Image Processing
Procedural terrain detail based on Patch-LOD algorithm
Edutainment'06 Proceedings of the First international conference on Technologies for E-Learning and Digital Entertainment
Practical algorithm for unlimited scale terrain rendering
CSCC'11 Proceedings of the 2nd international conference on Circuits, Systems, Communications & Computers
Quad-Tree atlas ray casting: a GPU based framework for terrain visualization and its applications
Transactions on Edutainment VII
Proceedings of the 17th International Conference on 3D Web Technology
Simplification and streaming of GIS terrain for web clients
Proceedings of the 17th International Conference on 3D Web Technology
From a calm puddle to a stormy ocean: rendering water in Uncharted
ACM SIGGRAPH 2012 Talks
Fast soft self-shadowing on dynamic height fields
EGSR'08 Proceedings of the Nineteenth Eurographics conference on Rendering
Rendering procedural terrain by geometry image warping
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
Grammar-based encoding of facades
EGSR'10 Proceedings of the 21st Eurographics conference on Rendering
EGSR'06 Proceedings of the 17th Eurographics conference on Rendering Techniques
Terrain rendering using spherical clipmaps
EUROVIS'06 Proceedings of the Eighth Joint Eurographics / IEEE VGTC conference on Visualization
On-the-fly multi-scale infinite texturing from example
ACM Transactions on Graphics (TOG)
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Rendering throughput has reached a level that enables a novel approach to level-of-detail (LOD) control in terrain rendering. We introduce the geometry clipmap, which caches the terrain in a set of nested regular grids centered about the viewer. The grids are stored as vertex buffers in fast video memory, and are incrementally refilled as the viewpoint moves. This simple framework provides visual continuity, uniform frame rate, complexity throttling, and graceful degradation. Moreover it allows two new exciting real-time functionalities: decompression and synthesis. Our main dataset is a 40GB height map of the United States. A compressed image pyramid reduces the size by a remarkable factor of 100, so that it fits entirely in memory. This compressed data also contributes normal maps for shading. As the viewer approaches the surface, we synthesize grid levels finer than the stored terrain using fractal noise displacement. Decompression, synthesis, and normal-map computations are incremental, thereby allowing interactive flight at 60 frames/sec.