2014
DOI: 10.1007/s00371-014-0941-6
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Multi-resolution terrain rendering with GPU tessellation

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Cited by 24 publications
(16 citation statements)
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“…Song, Yang, and Ji [10] applied the GPU tessellation to the geometry clipmaps and a higher efficiency was acquired compared with the CPU-based geometry clipmaps algorithm. Some studies utilized the hierarchical structure of quadtree to create a coarse LOD, after which the patches of the quadtree nodes were tessellated into different levels [64,65]. Instead of quad patches, Mikhaylyuk et al [66] used triangle patches at several levels of details to subdivide a sphere model of the Earth, which can create a more adaptive mesh.…”
Section: Gpu Tessellationmentioning
confidence: 99%
“…Song, Yang, and Ji [10] applied the GPU tessellation to the geometry clipmaps and a higher efficiency was acquired compared with the CPU-based geometry clipmaps algorithm. Some studies utilized the hierarchical structure of quadtree to create a coarse LOD, after which the patches of the quadtree nodes were tessellated into different levels [64,65]. Instead of quad patches, Mikhaylyuk et al [66] used triangle patches at several levels of details to subdivide a sphere model of the Earth, which can create a more adaptive mesh.…”
Section: Gpu Tessellationmentioning
confidence: 99%
“…In the following section, we review state‐of‐the‐art techniques for vector map rendering, as well as relevant work related to clustered deferred shading. The terrain rendering in this work is based on RASTeR [BGP09, GMBP10] but could be replaced by other state‐of‐the‐art systems such as [LH04, DKW09, LKES09, RRPCC12] and [KJCH15].…”
Section: Related Workmentioning
confidence: 99%
“…The terrain rendering in this work is based on RASTeR [Bösch et al 2009;Goswami et al 2010] but could be replaced by other state-of-the-art systems such as [Losasso and Hoppe 2004;Dick et al 2009;Livny et al 2009;Ripolles et al 2012;Kang et al 2015].…”
Section: Related Workmentioning
confidence: 99%