Massive model visualization techniques: course notes
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Hybrid rendering of dynamic heightfields using ray-casting and mesh rasterization
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Implicit restricted quadtree based visualization of large scale terrain
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ISVC'11 Proceedings of the 7th international conference on Advances in visual computing - Volume Part I
Real-time tessellation of terrain on graphics hardware
Computers & Geosciences
Interactive Editing of GigaSample Terrain Fields
Computer Graphics Forum
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Simplification and streaming of GIS terrain for web clients
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Scalable parallel out-of-core terrain rendering
EG PGV'10 Proceedings of the 10th Eurographics conference on Parallel Graphics and Visualization
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Computers & Geosciences
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Rendering high quality digital terrains at interactive rates requires carefully crafted algorithms and data structures able to balance the competing requirements of realism and frame rates, while taking into account the memory and speed limitations of the underlying graphics platform. In this survey, we analyze multiresolution approaches that exploit a certain semi-regularity of the data. These approaches have produced some of the most efficient systems to date. After providing a short background and motivation for the methods, we focus on illustrating models based on tiled blocks and nested regular grids, quadtrees and triangle bin-trees triangulations, as well as cluster-based approaches. We then discuss LOD error metrics and system-level data management aspects of interactive terrain visualization, including dynamic scene management, out-of-core data organization and compression, as well as numerical accuracy.