SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
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
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
Real-Time Rendering
Visualization of large terrains made easy
Proceedings of the conference on Visualization '01
Fast view-dependent level-of-detail rendering using cached geometry
Proceedings of the conference on Visualization '02
A Real-Time Photo-Realistic Visual Flythrough
IEEE Transactions on Visualization and Computer Graphics
TerraVision II: Visualizing Massive Terrain Databases in VRML
IEEE Computer Graphics and Applications
Geometry clipmaps: terrain rendering using nested regular grids
ACM SIGGRAPH 2004 Papers
A software for reconstructing 3D-terrains from scanned maps
SIGGRAPH '04 ACM SIGGRAPH 2004 Sketches
Mobile analytics for emergency response and training
Information Visualization - Special issue on visual analytics science and technology
Streaming and synchronization of multi-user worlds through HTTP/1.1
Proceedings of the 16th International Conference on 3D Web Technology
Real-Time streaming and rendering of terrains
ICVGIP'06 Proceedings of the 5th Indian conference on Computer Vision, Graphics and Image Processing
A scalable architecture for 3D map navigation on mobile devices
Personal and Ubiquitous Computing
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Terrain rendering is an important factor in the rendering of virtual scenes. If they are large and detailed, digital terrains can represent a huge amount of data and therefore of graphical primitives to render in real-time. In this paper we present an efficient technique for out-of-core rendering of pseudo-infinite terrains. The full terrain height field is divided into regular tiles which are streamed and managed adaptively. Each visible tile is then rendered using a precomputed triangle strip patch selected in an adaptive way according to an importance metric. Thanks to these two levels of adaptivity, our approach can be seen as a cross-platform technique to render terrains on any kind of devices (from slow handheld to powerful desktop PC) by only exploiting the device capacity to draw as much triangles as possible for a target frame rate and memory space.