Show simple item record

dc.contributor.authorDachsbacher, Carstenen_US
dc.contributor.authorStamminger, Marcen_US
dc.contributor.editorAlexander Keller and Henrik Wann Jensenen_US
dc.date.accessioned2014-01-27T14:30:22Z
dc.date.available2014-01-27T14:30:22Z
dc.date.issued2004en_US
dc.identifier.isbn3-905673-12-6en_US
dc.identifier.issn1727-3463en_US
dc.identifier.urihttp://dx.doi.org/10.2312/EGWR/EGSR04/103-110en_US
dc.description.abstractWe describe an approach for rendering large terrains in real-time. A digital elevation map defines the rough shape of the terrain. During rendering, procedural geometric and texture detail is added by the graphics hardware. We show, how quad meshes can be generated quickly that have a locally varying resolution that is optimized for the inclusion of procedural detail.We obtain these distorted meshes by importance based warping of geometry images. The resulting quad mesh can then be rendered very efficiently by graphics hardware, which also adds all visible procedural detail using vertex and fragment programs.en_US
dc.publisherThe Eurographics Associationen_US
dc.titleRendering Procedural Terrain by Geometry Image Warpingen_US
dc.description.seriesinformationEurographics Workshop on Renderingen_US


Files in this item

Thumbnail

This item appears in the following Collection(s)

Show simple item record