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
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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Cites
Fast texture synthesis using tree-structured vector quantization
Wei, L.-Y., & Levoy, M. (2000) · Proceedings of the 27th annual conference on Computer graphics and interactive techniques - SIGGRAPH '00 · doi:10.1145/344779.345009 · Cited by 1,356
Computer rendering of stochastic models
Fournier, A., Fussell, D., & Carpenter, L. (1982) · Communications of the ACM · doi:10.1145/358523.358553 · Cited by 826
Real-time, continuous level of detail rendering of height fields
Lindstrom, P., Koller, D., Ribarsky, W., Hodges, L. F., Faust, N., & Turner, G. A. (1996) · Proceedings of the 23rd annual conference on Computer graphics and interactive techniques · doi:10.1145/237170.237217 · Cited by 741
Williams, L. (1983) · Proceedings of the 10th annual conference on Computer graphics and interactive techniques · doi:10.1145/800059.801126 · Cited by 715
ROAMing terrain: Real-time Optimally Adapting Meshes
Duchaineau, M., Wolinsky, M., Sigeti, D. E., Miller, M. C., Aldrich, C., & Mineev-Weinstein, M. B. (2002) · Proceedings. Visualization '97 (Cat. No. 97CB36155) · doi:10.1109/visual.1997.663860 · Cited by 592
Smooth View-Dependent Level-of-Detail Control and Its Application to Terrain Rendering
Hoppe, H. (n.d.) · Cited by 447
Self-citationTerrain simplification simplified: a general framework for view-dependent out-of-core visualization
Lindstrom, P., & Pascucci, V. (2002) · IEEE Transactions on Visualization and Computer Graphics · doi:10.1109/tvcg.2002.1021577 · Cited by 267
Large Scale Terrain Visualization Using The Restricted Quadtree Triangulation
Pajarola, R. (n.d.) · Cited by 266
The definition and rendering of terrain maps
Miller, G. S. P. (1986) · ACM SIGGRAPH Computer Graphics · doi:10.1145/15886.15890 · Cited by 234
BDAM — Batched Dynamic Adaptive Meshes for High Performance Terrain Visualization
Cignoni, P., Ganovelli, F., Gobbetti, E., Marton, F., Ponchio, F., & Scopigno, R. (2003) · Computer Graphics Forum · doi:10.1111/1467-8659.00698 · Cited by 204
Cited by
Applications and impacts of Google Earth: a decadal review (2006–2016)
Liang, J., Gong, J., & Li, W. (2018) · ISPRS Journal of Photogrammetry and Remote Sensing · doi:10.1016/j.isprsjprs.2018.08.019 · Cited by 135
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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