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dc.contributor.authorClasen, Malteen_US
dc.contributor.authorHege, Hans-Christianen_US
dc.contributor.editorBeatriz Sousa Santos and Thomas Ertl and Ken Joyen_US
dc.date.accessioned2014-01-31T07:05:15Z
dc.date.available2014-01-31T07:05:15Z
dc.date.issued2006en_US
dc.identifier.isbn3-905673-31-2en_US
dc.identifier.issn1727-5296en_US
dc.identifier.urihttp://dx.doi.org/10.2312/VisSym/EuroVis06/091-098en_US
dc.description.abstractWe describe a terrain rendering algorithm for spherical terrains based on clipmaps. It leverages the high geometry throughput of current GPU to render large static triangle sets. The vertices are displaced by a height map texture. Our main contribution is mapping of texture coordinates to calculate the height map sample position based on the static vertex offset and the variable view position.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectCategories and Subject Descriptors (according to ACM CCS): I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism I.3.5 [Computer Graphics]: Computational Geometry and Object Modelingen_US
dc.titleTerrain Rendering using Spherical Clipmapsen_US
dc.description.seriesinformationEUROVIS - Eurographics /IEEE VGTC Symposium on Visualizationen_US


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