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)
An introduction to splines for use in computer graphics & geometric modeling
An introduction to splines for use in computer graphics & geometric modeling
The Reyes image rendering architecture
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
The synthesis and rendering of eroded fractal terrains
SIGGRAPH '89 Proceedings of the 16th annual conference on Computer graphics and interactive techniques
SIGGRAPH '89 Proceedings of the 16th annual conference on Computer graphics and interactive techniques
Methods for realistic landscape imaging
Methods for realistic landscape imaging
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
Computational geometry: algorithms and applications
Computational geometry: algorithms and applications
ROAMing terrain: real-time optimally adapting meshes
VIS '97 Proceedings of the 8th conference on Visualization '97
Large scale terrain visualization using the restricted quadtree triangulation
Proceedings of the conference on Visualization '98
SIGGRAPH '85 Proceedings of the 12th annual conference on Computer graphics and interactive techniques
Computer rendering of stochastic models
Communications of the ACM
The randomized z-buffer algorithm: interactive rendering of highly complex scenes
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Visualization of large terrains made easy
Proceedings of the conference on Visualization '01
Interactive Sampling and Rendering for Complex and Procedural Geometry
Proceedings of the 12th Eurographics Workshop on Rendering Techniques
Vectorized procedural models for natural terrain: Waves and islands in the sunset
SIGGRAPH '81 Proceedings of the 8th annual conference on Computer graphics and interactive techniques
Mesh mutation in programmable graphics hardware
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
Level of Detail for 3D Graphics
Level of Detail for 3D Graphics
Proceedings of the 2003 Eurographics/ACM SIGGRAPH symposium on Geometry processing
Geometry clipmaps: terrain rendering using nested regular grids
ACM SIGGRAPH 2004 Papers
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
Generic mesh refinement on GPU
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
A realtime GPU subdivision kernel
ACM SIGGRAPH 2005 Papers
GPU-based trimming and tessellation of NURBS and T-Spline surfaces
ACM SIGGRAPH 2005 Papers
Planet-Sized Batched Dynamic Adaptive Meshes (P-BDAM)
Proceedings of the 14th IEEE Visualization 2003 (VIS'03)
Rendering procedural terrain by geometry image warping
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
Parallel view-dependent refinement of progressive meshes
Proceedings of the 2009 symposium on Interactive 3D graphics and games
Real-time tessellation of terrain on graphics hardware
Computers & Geosciences
Technical Section: Adaptive multi-chart and multiresolution mesh representation
Computers and Graphics
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In this paper, we propose a new technique for hardware accelerated multi-resolution geometry synthesis. The level of detail for a given viewpoint is created on-the-fly, allowing for an almost unlimited model resolution in rendering without excessive memory usage. The models consist of regularly sampled rectangular patches that are subdivided hierarchically by a programmable shader in order to create different levels of resolution. The approach is inherently parallel and lends itself to an implementation on vector processor-like parallel architectures. We demonstrate this property by an implementation on programmable graphics hardware. This implementation shows a substantial performance benefit over a CPU-based implementation by up to more than an order of magnitude. We apply the framework to rendering of smooth surfaces and to rendering of complexly structured fractal landscapes using a novel multi-channel fractal subdivision technique. Due to the hardware acceleration, it is possible to perform interactive editing and walkthroughs of such scenes in real-time.