GPU-friendly high-quality terrain rendering
| dc.contributor.author | Schneider, Jens | |
| dc.contributor.author | Westermann, Rüdiger | |
| dc.contributor.editor | Skala, Václav | |
| dc.date.accessioned | 2013-02-27T09:55:33Z | |
| dc.date.available | 2013-02-27T09:55:33Z | |
| dc.date.issued | 2006 | |
| dc.description.abstract | We present a LOD rendering technique for large, textured terrain, which is well-suited for recent GPUs. In a preprocess, we tile the domain, and we compute for each tile a discrete set of LODs using a nested mesh hierarchy. This hierarchy can be encoded progressively. At run time, continuous LODs can simply be generated by interpolation of per-vertex height values on the GPU. Any mesh re-triangulation at run-time is avoided. Because the number of triangles in the mesh hierarchy is substantially decimated and by progressive transmission of vertices, our approach significantly reduces bandwidth requirements. During a typical fly-over we can guarantee extremely small pixel errors at very high frame rates. | en |
| dc.format | 8 s. | cs |
| dc.format.mimetype | application/pdf | |
| dc.identifier.citation | Journal of WSCG. 2006, vol. 14, no. 1-3, p. 49-56. | en |
| dc.identifier.isbn | 80-86943-09-7 | |
| dc.identifier.issn | 1213-6972 (hardcopy) | |
| dc.identifier.issn | 1213-6964 (online) | |
| dc.identifier.issn | 1213-6980 (CD-ROM) | |
| dc.identifier.uri | http://wscg.zcu.cz/wscg2007/Papers_2007/journal/!WSCG2007_Journal_Final.zip | |
| dc.identifier.uri | http://hdl.handle.net/11025/1359 | |
| dc.language.iso | en | en |
| dc.publisher | Václav Skala - UNION Agency | cs |
| dc.relation.ispartofseries | Journal of WSCG | en |
| dc.rights | © Václav Skala - UNION Agency | cs |
| dc.rights.access | openAccess | en |
| dc.subject | vykreslování | cs |
| dc.subject | hierarchické mřížkování | cs |
| dc.subject | grafické procesory | cs |
| dc.subject | progresivní přenos dat | cs |
| dc.subject | terén | cs |
| dc.subject.translated | rendering | en |
| dc.subject.translated | hierarchical meshing | en |
| dc.subject.translated | graphic processing units | en |
| dc.subject.translated | progressive data transfer | en |
| dc.subject.translated | terrain | en |
| dc.title | GPU-friendly high-quality terrain rendering | en |
| dc.type | článek | cs |
| dc.type | article | en |
| dc.type.status | Peer-reviewed | en |
| dc.type.version | publishedVersion | en |
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