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dc.contributor.authorBösch, Jonasen_US
dc.contributor.authorGoswami, Prashanten_US
dc.contributor.authorPajarola, Renatoen_US
dc.contributor.editorD. Ebert and J. Krügeren_US
dc.date.accessioned2015-07-09T10:51:14Z
dc.date.available2015-07-09T10:51:14Z
dc.date.issued2009en_US
dc.identifier.urihttp://dx.doi.org/10.2312/ega.20091006en_US
dc.description.abstractThis paper introduces RASTeR, a GPU based LOD technique for interactive rendering of large terrains based on a paired multi-resolution tree structure. Our approach uses regular height-data blocks and terrain independent triangle patches, which are used to efficiently subdivide the terrain data. At run time, continuous LODs can simply be generated by tiling a limited set of triangle patches, the indices to which are pre-computed, over height-field blocks, thereby minimizing the amount of data to be transferred to the graphics card. RASTeR maintains a constant frame rate through asynchronous and a priori fetching of raw or compressed elevation and texture data. The efficiency of our method is validated by presenting experimental results on large elevation models.en_US
dc.publisherThe Eurographics Associationen_US
dc.titleRASTeR: Simple and Efficient Terrain Rendering on the GPUen_US
dc.description.seriesinformationEurographics 2009 - Areas Papersen_US
dc.description.sectionheadersGeo-Spatial Visualization IIen_US
dc.identifier.doi10.2312/ega.20091006en_US
dc.identifier.pages35-42en_US


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