dc.contributor.author | Bösch, Jonas | en_US |
dc.contributor.author | Goswami, Prashant | en_US |
dc.contributor.author | Pajarola, Renato | en_US |
dc.contributor.editor | D. Ebert and J. Krüger | en_US |
dc.date.accessioned | 2015-07-09T10:51:14Z | |
dc.date.available | 2015-07-09T10:51:14Z | |
dc.date.issued | 2009 | en_US |
dc.identifier.uri | http://dx.doi.org/10.2312/ega.20091006 | en_US |
dc.description.abstract | This 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.publisher | The Eurographics Association | en_US |
dc.title | RASTeR: Simple and Efficient Terrain Rendering on the GPU | en_US |
dc.description.seriesinformation | Eurographics 2009 - Areas Papers | en_US |
dc.description.sectionheaders | Geo-Spatial Visualization II | en_US |
dc.identifier.doi | 10.2312/ega.20091006 | en_US |
dc.identifier.pages | 35-42 | en_US |