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View-dependent refinement of progressive meshes
H Hoppe - Proceedings of the 24th annual conference on …, 1997 - dl.acm.org
ABSTRACT Level-of-detail (LOD) representations are an important tool for realtime
rendering of complex geometric environments. The previously introduced progressive mesh …
rendering of complex geometric environments. The previously introduced progressive mesh …
Smooth view-dependent level-of-detail control and its application to terrain rendering
H Hoppe - Proceedings Visualization'98 (Cat. No. 98CB36276), 1998 - ieeexplore.ieee.org
The key to real-time rendering of large-scale surfaces is to locally adapt surface geometric
complexity to changing view parameters. Several schemes have been developed to address …
complexity to changing view parameters. Several schemes have been developed to address …
Geometry clipmaps: terrain rendering using nested regular grids
F Losasso, H Hoppe - ACM Siggraph 2004 Papers, 2004 - dl.acm.org
Rendering throughput has reached a level that enables a novel approach to level-of-detail
(LOD) control in terrain rendering. We introduce the geometry clipmap, which caches the …
(LOD) control in terrain rendering. We introduce the geometry clipmap, which caches the …
BDAM—batched dynamic adaptive meshes for high performance terrain visualization
This paper describes an efficient technique for out‐of‐core rendering and management of
large textured terrainsurfaces. The technique, called Batched Dynamic Adaptive Meshes …
large textured terrainsurfaces. The technique, called Batched Dynamic Adaptive Meshes …
[PDF][PDF] Multiresolution decimation based on global error
Due to the surface meshes produced at increasing complexity in many applications, interest
in efficient simplification algorithms and multiresolution representation is very high. An …
in efficient simplification algorithms and multiresolution representation is very high. An …
Planet-sized batched dynamic adaptive meshes (P-BDAM)
We describe an efficient technique for out-of-core management and interactive rendering of
planet sized textured terrain surfaces. The technique, called planet-sized batched dynamic …
planet sized textured terrain surfaces. The technique, called planet-sized batched dynamic …
Hierarchical triangulation for multiresolution surface description
L De Floriani, E Puppo - ACM Transactions On Graphics (TOG), 1995 - dl.acm.org
A new hierarchical triangle-based model for representing surfaces over sampled data is
proposed, which is based on the subdivision of the surface domain into nested …
proposed, which is based on the subdivision of the surface domain into nested …
Seamless patches for GPU-based terrain rendering
Y Livny, Z Kogan, J El-Sana - The Visual Computer, 2009 - Springer
In this paper we present a novel approach for interactive rendering of large terrain datasets.
Our approach is based on subdividing a terrain into rectangular patches at different …
Our approach is based on subdividing a terrain into rectangular patches at different …
RECODE: an image‐based collision detection algorithm
Object interactions are ubiquitous in interactive computer graphics, 3D object motion
simulations, virtual reality and robotics applications. Most collision detection algorithms are …
simulations, virtual reality and robotics applications. Most collision detection algorithms are …
[PDF][PDF] Simplification, LOD and multiresolution: Principles and applications
E Puppo, R Scopigno - 1997 - academia.edu
These tutorial notes provide an introduction, review, and discussion of the state-of-the-art on
simplification methods, Level Of Detail, and multiresolution models for surface meshes, and …
simplification methods, Level Of Detail, and multiresolution models for surface meshes, and …