2012
DOI: 10.1007/978-3-642-31046-1_1
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Two Motivating Examples: Sequential Orders on Quadtrees and Multidimensional Data Structures

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(1 citation statement)
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“…But the maximal size processed by single texture (4096×4096) limit the MTLM algorithm scalability and tile data indexes should be improved [10]. Michael Bader organized tile data by designing space filling curve, as a result, improved the speed of terrain rendering [11]. HyeongYeop Kang realized GPU tessellation based on tile quad tree using Direct3D 11 [2].…”
Section: Introductionmentioning
confidence: 99%
“…But the maximal size processed by single texture (4096×4096) limit the MTLM algorithm scalability and tile data indexes should be improved [10]. Michael Bader organized tile data by designing space filling curve, as a result, improved the speed of terrain rendering [11]. HyeongYeop Kang realized GPU tessellation based on tile quad tree using Direct3D 11 [2].…”
Section: Introductionmentioning
confidence: 99%