[BOOK][B] Real-time rendering
T Akenine-Moller, E Haines, N Hoffman - 2019 - taylorfrancis.com
Thoroughly revised, this third edition focuses on modern techniques used to generate
synthetic three-dimensional images in a fraction of a second. With the advent of …
synthetic three-dimensional images in a fraction of a second. With the advent of …
[BOOK][B] Level of detail for 3D graphics
Level of detail (LOD) techniques are increasingly used by professional real-time developers
to strike the balance between breathtaking virtual worlds and smooth, flowing animation …
to strike the balance between breathtaking virtual worlds and smooth, flowing animation …
Visualization of large terrains made easy
We present an elegant and simple to implement framework for performing out-of-core
visualization and view-dependent refinement of large terrain surfaces. Contrary to the trend …
visualization and view-dependent refinement of large terrain surfaces. Contrary to the trend …
Terrain simplification simplified: A general framework for view-dependent out-of-core visualization
We describe a general framework for out-of-core rendering and management of massive
terrain surfaces. The two key components of this framework are: view-dependent refinement …
terrain surfaces. The two key components of this framework are: view-dependent refinement …
[BOOK][B] Triangulations and applications
Ø Hjelle, M Dæhlen - 2006 - books.google.com
This book is entirely about triangulations. With emphasis on computational issues, we
present the basic theory necessary to construct and manipulate triangulations. In particular …
present the basic theory necessary to construct and manipulate triangulations. In particular …
On the impact of design flaws on software defects
The presence of design flaws in a software system has a negative impact on the quality of
the software, as they indicate violations of design practices and principles, which make a …
the software, as they indicate violations of design practices and principles, which make a …
Fast view-dependent level-of-detail rendering using cached geometry
J Levenberg - IEEE Visualization, 2002. VIS 2002., 2002 - ieeexplore.ieee.org
Level-of-detail rendering is essential for rendering very large, detailed worlds in real-time.
Unfortunately, level-of-detail computations can be expensive, creating a bottleneck at the …
Unfortunately, level-of-detail computations can be expensive, creating a bottleneck at the …
Maximum mipmaps for fast, accurate, and scalable dynamic height field rendering
This paper presents a GPU-based, fast, and accurate dynamic height field rendering
technique that scales well to large scale height fields. Current real-time rendering algorithms …
technique that scales well to large scale height fields. Current real-time rendering algorithms …
GPU-friendly high-quality terrain rendering
J Schneider, R Westermann - 2006 - otik.uk.zcu.cz
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 …
recent GPUs. In a preprocess, we tile the domain, and we compute for each tile a discrete …
[PDF][PDF] Visualisation using game engines
D Fritsch, M Kada - Archiwum ISPRS, 2004 - Citeseer
Geographic Information Systems (GIS) and Computer Aided Facility Management-Systems
(CAFM) are currently undergoing the transition to storing and processing real 3D geospatial …
(CAFM) are currently undergoing the transition to storing and processing real 3D geospatial …