A GPU Tile-Load-Map architecture for terrain rendering: theory and applications
Y Amara, X Marsault - The Visual Computer, 2009 - Springer
This paper describes a robust, modular, complete GPU architecture—the Tile-Load-Map
(TLM)—designed for the real-time visualization of wide textured terrains created with …
(TLM)—designed for the real-time visualization of wide textured terrains created with …
Detail‐In‐Context Visualization for Satellite Imagery
J Böttger, M Preiser, M Balzer… - Computer Graphics …, 2008 - Wiley Online Library
We use the complex logarithm as a transformation for the visualization and navigation of
highly complex satellite and aerial imagery. The resulting depictions show details and …
highly complex satellite and aerial imagery. The resulting depictions show details and …
[PDF][PDF] WebGL earth
P Sloup - Bachelor Thesis, Faculty of Informatics, Masaryk …, 2011 - is.muni.cz
This bachelor thesis describes design and implementation of a new threedimensional virtual
globe that works in the web browsers without the need to install any plug-in, addon, or …
globe that works in the web browsers without the need to install any plug-in, addon, or …
[PDF][PDF] GPU Based single-pass ray casting of large heightfields using clipmaps
D Feldmann, K Hinrichs - Proceedings of computer graphics international …, 2012 - Citeseer
Heightfields have proved to be useful for rendering terrains or polygonal surfaces with
finestructured details. While GPU-based ray casting has become popular for the latter …
finestructured details. While GPU-based ray casting has become popular for the latter …
Interactive generation of virtual environments using muavs
S Strothoff, D Feldmann, F Steinicke… - … Symposium on VR …, 2011 - ieeexplore.ieee.org
In this paper we introduce a novel approach to interactively generate a virtual environment
(VE) as reconstruction of the real world by using a swarm of autonomously flying miniature …
(VE) as reconstruction of the real world by using a swarm of autonomously flying miniature …
A GPU framework for the visualization and on-the-fly amplification of real terrains
Y Amara, S Meunier, X Marsault - International Symposium on Visual …, 2007 - Springer
This paper describes a GPU framework for the real-time visualization of natural textured
terrains, as well as the steps that are needed to populate them on-the-fly with tens of …
terrains, as well as the steps that are needed to populate them on-the-fly with tens of …
[PDF][PDF] Flexible Clipmaps for Managing Growing Textures.
D Feldmann, F Steinicke, KH Hinrichs - GRAPP, 2011 - scitepress.org
Previous work on large image data sets has evolved techniques for handling
representations of these data that cache textures of arbitrary, but fixed, size in a limited …
representations of these data that cache textures of arbitrary, but fixed, size in a limited …
[PDF][PDF] Rendering interactive maps on mobile devices using graphics hardware
L Rössler - 2012 - Citeseer
Mapping and navigation applications on mobile devices such as smart phones or tablets are
increasingly popular. Modern maps are often rendered directly from vector data. Since the …
increasingly popular. Modern maps are often rendered directly from vector data. Since the …
Optimizing Draw Call Batching Using Transient Data-Guided Texture Atlases
J van Dortmont - 2017 - studenttheses.uu.nl
Rendering a large number of 2D textures in real-time requires reducing the overhead of a
large number of draw calls on the CPU caused by binding different textures when drawing …
large number of draw calls on the CPU caused by binding different textures when drawing …