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An Efficient Algorithm for Real-Time 3D Terrain Walkthrough [chapter]

M. Hesse, M. L. Gavrilova
2003 Lecture Notes in Computer Science  
rendering method for dynamic level of detail (LOD) updates.  ...  The paper presents an efficient algorithm based on ROAM for visualization of large scale terrain models in realtime.  ...  Acknowledgements Authors would like to express their gratitude to GEOIDE and NSERC granting agencies for their partial support of this project.  ... 
doi:10.1007/3-540-44842-x_76 fatcat:xqqzbe3dunf7bnyml5ched3uuu

Quantitative Analysis of Culling Techniques for Real-time Rendering of Digital Elevation Models

Michael Hesse, Marina L. Gavrilova
2003 International Conference in Central Europe on Computer Graphics and Visualization  
dependent triangle rendering method for dynamic level of detail (LOD) updates.  ...  Based on the results, applicability of each of the culling techniques to terrain model is discussed.  ...  Lindstrom [Lindstrom] proposed the real time continuous level of detail terrain rendering algorithm that focuses on a block based mesh structure.  ... 
dblp:conf/wscg/HesseG03 fatcat:y74qv3l4ozcrrkaxbazn7tkkze

Time-Critical Rendering of Huge Ecosystems Using Discrete and Continuous Levels of Detail

Christopher Zach, Stephan Mantler, Konrad Karner
2004 Presence - Teleoperators and Virtual Environments  
We present a novel level of detail selection method for real-time rendering, that works on hierarchies of discrete and continuous representations.  ...  The vegetation is rendered as continuous sequence of splats generated from a procedural description. Further we discuss enhancements to our basic method to improve its scalability.  ...  The terrain is rendered as a coarse view-dependent LOD, whereas each tree in the vegetation is displayed as smooth level of detail.  ... 
doi:10.1162/1054746043280574 fatcat:i5aw5nkdzjg4zmjmb55yfote7i

Time-critical rendering of discrete and continuous levels of detail

Christopher Zach, Stephan Mantler, Konrad Karner
2002 Proceedings of the ACM symposium on Virtual reality software and technology - VRST '02  
We present a novel level of detail selection method for real-time rendering, that works on hierarchies of discrete and continuous representations.  ...  We integrate point rendered objects with polygonal geometry and demonstrate our approach in a terrain flyover application, where the digital elevation model is augmented with forests.  ...  ACKNOWLEDGEMENTS We would like to thank Martin Urschler for the terrain rendering implementation and Matthias Rüther for his forest segmentation.  ... 
doi:10.1145/585740.585742 dblp:conf/vrst/ZachMK02 fatcat:hra2s2ax6fanzc6neyfotfojge

Effective Techniques for Interactive Rendering of Global Terrain Surfaces

L. Zhang, C. Yang, S. Liu, Y. Ren, D. Liu, X. Rui
2005 IEEE Geoscience and Remote Sensing Letters  
Finally, an experiment is carried out using different levels of detail data; our results suggest that the methods are effective in enhancing performance of a 3-D global visual system.  ...  In this letter, we focus on certain key techniques, such as construction of three-dimensional (3-D) ellipsoidal models, spatial indexing mechanisms, interactive terrain datasets simplification by the M-band  ...  Second, a level of detail triangulation technique is applied to build view-dependent continuous, multiresolution terrain surfaces using the filtered data.  ... 
doi:10.1109/lgrs.2005.846013 fatcat:rfc4ddmhh5gf7j5ibkjx4arpmm

Terrain decimation through Quadtree Morphing

D. Cline, P.K. Egbert
2001 IEEE Transactions on Visualization and Computer Graphics  
We show that Q-morphing is fast enough to create a view-dependent terrain model for each frame in an interactive environment.  ...  Instead, the geometry motion in a Q-morph is based solely on the position of the viewer.  ...  Q-morphing avoids popping artifacts by using a continuous level-of-detail algorithm instead of a discrete level-of-detail algorithm.  ... 
doi:10.1109/2945.910822 fatcat:qa2oee3dhbdihdrebpzhb3h2cu

Incremental view-dependent multiresolution triangulation of terrain

Reinhard Klein, Daniel Cohen-Or, Tobias Hüttner
1998 Journal of Visualization and Computer Animation  
A view-dependent multiresolution triangulation algorithm is presented for a real-time flythrough. The triangulation of the terrain is generated incrementally onthe-fly during the rendering time.  ...  The presented method provides a guaranteed-quality mesh since it has control over the global geometric approximation error of the multiresolution view-dependent triangulation.  ...  Low levels approximate the model more coarsely with fewer details, while higher levels contain finer details.  ... 
doi:10.1002/(sici)1099-1778(199807/09)9:3<129::aid-vis184>;2-j fatcat:ixhvqztxknh67o3eijqmzua2ue

A Multilevel Terrain Rendering Method Based on Dynamic Stitching Strips

Liwei Zhang, Jiangfeng She, Junzhong Tan, Biao Wang, Yuchang Sun
2019 ISPRS International Journal of Geo-Information  
Many terrain rendering methods use the strategy of Level of Detail (LOD) to create adaptive terrain models, but the transition between different levels is usually not handled well, which may cause popping  ...  During rendering, the main part of the terrain model is tessellated into appropriate levels using GPU tessellation.  ...  Level of Detail (LOD) is a popular technique used in terrain rendering.  ... 
doi:10.3390/ijgi8060255 fatcat:dgx2bzvr4rezjpzxaezib55hdy

A GPU persistent grid mapping for terrain rendering

Yotam Livny, Neta Sokolovsky, Tal Grinshpoun, Jihad El-Sana
2007 The Visual Computer  
In this paper we present persistent grid mapping (PGM), a novel framework for interactive view-dependent terrain rendering.  ...  The algorithm maintains multiple levels of the elevation and color maps to achieve a faithful sampling of the viewed region.  ...  Acknowledgement This work is supported by the Lynn and William Frankel Center for Computer Sciences and the Israel Ministry of Science and Technology. In addition, we would like to thank Mr.  ... 
doi:10.1007/s00371-007-0180-1 fatcat:kwex66q2hzevtg4mjjq4zshenu

Rendering Procedural Terrain by Geometry Image Warping [article]

Carsten Dachsbacher, Marc Stamminger
2004 Symposium on Rendering  
We describe an approach for rendering large terrains in real-time. A digital elevation map defines the rough shape of the terrain.  ...  During rendering, procedural geometric and texture detail is added by the graphics hardware.  ...  In this paper we present a novel approach for realtime view-dependent level-of-detail (LOD) rendering of terrains, where the global shape is defined by a static heightmap and procedural detail is added  ... 
doi:10.2312/egwr/egsr04/103-110 fatcat:ywkwp4auujgrfitzbxbunrrbvm

Real-time, continuous level of detail rendering of height fields

Peter Lindstrom, David Koller, William Ribarsky, Larry F. Hodges, Nick Faust, Gregory A. Turner
1996 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques - SIGGRAPH '96  
The algorithm has been implemented for approximating and rendering digital terrain models and other height fields, and consistently performs at interactive frame rates with high image quality.  ...  These steps compute and generate the appropriate level of detail dynamically in real-time, minimizing the number of rendered polygons and allowing for smooth changes in resolution across areas of the surface  ...  level of detail model.  ... 
doi:10.1145/237170.237217 dblp:conf/siggraph/LindstromKRHFT96 fatcat:nmzozfvlrzhtbps3ccj5cv423u

Creation and Control of Real-time Continuous Level of Detail on Programmable Graphics Hardware

Richard Southern, James Gain
2003 Computer graphics forum (Print)  
Continuity in level of detail sequences is essential in hiding visual artefacts that occur when switching between discrete levels of detail.  ...  We present a new structure, the g-mesh, which greatly simplifies the implementation of continuous level of detail in large scenes.  ...  The cranium model is used with kind permission of the eSkeletons Project (  ... 
doi:10.1111/1467-8659.t01-1-00644 fatcat:usdji2j3f5epvakgnom2ncvd3i

Real-Time Streaming and Rendering of Terrains [chapter]

Soumyajit Deb, Shiben Bhattacharjee, Suryakant Patidar, P. J. Narayanan
2006 Lecture Notes in Computer Science  
Terrains and other geometric models have been traditionally stored locally.  ...  We also present a method of sharing and storing terrain annotations for collaboration between multiple users. We conclude by presenting preliminary performance data for the streaming system.  ...  Level of detail methods must be used to reduce the amount of detail to be rendered.  ... 
doi:10.1007/11949619_25 fatcat:begch3lpkfc73meqsrhituzaiq

Integrated Multiresolution Geometry and Texture Models for Terrain Visualization [article]

Konstantin Baumann, Jürgen Döllner, Klaus Hinrichs
2000 EUROVIS 2005: Eurographics / IEEE VGTC Symposium on Visualization  
The multiresolution models for terrain texture data and geometry data are closely related: The rendering algorithm selects geometry and texture patches based on screen-space error criteria.  ...  In this paper, an approach for integrating multiresolution representations of terrain geometry and terrain texture data is presented.  ...  For a level-of-detail terrain model this implies that the lower the resolution, the more topographic details get lost, and that shading changes if the LOD-dependent geometry changes.  ... 
doi:10.2312/vissym/vissym00/157-166 fatcat:25x6oqpe4zbvzgomt6rvbad77q

Visualizing Hurricane Katrina

Shalini Venkataraman, Werner Benger, Amanda Long, Byungil Jeong, Luc Renambot
2006 Proceedings of the 4th international conference on Computer graphics and interactive techniques in Australasia and Southeast Asia - GRAPHITE '06  
In particular for rendering, we focus on continuous and discrete level of detail algorithms used to render large terrains of the Mississippi basin and also remote visualization techniques to stream the  ...  Our primary contribution is in adapting existing state of the art research in data access, rendering and display mechanisms and devising an overall framework for application in hurricane and coastal modeling  ...  We also wish to thank folks at Earth Scan Lab, Coastal Studies Institue, LSU Hurricane Center, UNC Department of Marine Science and TAMU for access to data.  ... 
doi:10.1145/1174429.1174465 dblp:conf/graphite/VenkataramanBLJR06 fatcat:y5l4mvpfz5aozkp3oo7kxnoufy
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