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Real-time visualization of large textured terrains
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Source Computer graphics and interactive techniques in Australasia and South East Asia archive
Proceedings of the 3rd international conference on Computer graphics and interactive techniques in Australasia and South East Asia table of contents
Dunedin, New Zealand
SESSION: Terrains table of contents
Pages: 439 - 442  
Year of Publication: 2005
ISBN:1-59593-201-1
Author
Anders Brodersen  University of Aarhus
Sponsor
SIGGRAPH: ACM Special Interest Group on Computer Graphics and Interactive Techniques
Publisher
ACM  New York, NY, USA
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ABSTRACT

In this paper, we present a framework for real-time rendering of large scale terrains with texture maps larger than what the graphics hardware can display in a single texture. The presented system is compact and efficient, yet very simple and easy to implement.


REFERENCES

Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.

 
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Cignoni, P., Ganovelli, F., Gobbetti, E., Marton, F., Ponchio, F., and Scopigno, R. 2003. BDAM --- Batched Dynamic Adaptive Meshes for high performance terrain visualization. Computer Graphics Forum 22, 3 (Sept.), 505--514.
 
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De Boer, W. H., 2000. Fast terrain rendering using geometrical mipmapping. http://www.flipcode.com/articles/article_-geomipmaps.pdf.
 
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Eberly, D. H. 2000. 3D Game Engine Design. Morgan Kaufmann. ISBN 1558605932.
 
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Larsen, B. D., and Christensen, N. J. 2003. Real-time terrain rendering using smooth hardware optimized level of detail. In Journal of WSCG, Vol.11, No.1, EuroGraphics.
 
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