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Cited by 396

The DOI matches its Crossref record; 17 of the 17 references it cites were found in a registry or an index.

Geometry clipmaps: terrain rendering using nested regular grids

Losasso, Frank, Hoppe, Hugues·2004·ACM Transactions on Graphics

Abstract

Rendering throughput has reached a level that enables a novel approach to level-of-detail (LOD) control in terrain rendering. We introduce the geometry clipmap, which caches the terrain in a set of nested regular grids centered about the viewer. The grids are stored as vertex buffers in fast video memory, and are incrementally refilled as the viewpoint moves. This simple framework provides visual continuity, uniform frame rate, complexity throttling, and graceful degradation. Moreover it allows two new exciting real-time functionalities: decompression and synthesis. Our main dataset is a 40GB height map of the United States. A compressed image pyramid reduces the size by a remarkable factor of 100, so that it fits entirely in memory. This compressed data also contributes normal maps for shading. As the viewer approaches the surface, we synthesize grid levels finer than the stored terrain using fractal noise displacement. Decompression, synthesis, and normal-map computations are incremental, thereby allowing interactive flight at 60 frames/sec.

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Metadata

Authors
Losasso, F., & Hoppe, H.
Venue
ACM Transactions on Graphics
Published
2004-08
Volume
23
Issue
3
Pages
769-776
ISSN
  • 0730-0301 (ISSN-L)
  • 1557-7368
OpenAlex
W2127492694
Cited by
396
References
17
FWCI
52.77
Type
journal article
Language
en
Open access
closed

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CoChat. (2026). Citation check: Geometry clipmaps: terrain rendering using nested regular grids. https://app.cochat.ai/papers/10.1145/1015706.1015799
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Losasso, F., & Hoppe, H. (2004). Geometry clipmaps: terrain rendering using nested regular grids. ACM Transactions on Graphics. https://doi.org/10.1145/1015706.1015799

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