@inproceedings{7f195feb380f4baf859ec9547cc01d9d,
title = "GPU-friendly high-quality terrain rendering",
abstract = "We present a LOD rendering technique for large, textured terrain, which is well-suited for recent GPUs. In a preprocess, we tile the domain, and we compute for each tile a discrete set of LODs using a nested mesh hierarchy. This hierarchy can be encoded progressively. At run time, continuous LODs can simply be generated by interpolation of per-vertex height values on the GPU. Any mesh re-triangulation at run-time is avoided. Because the number of triangles in the mesh hierarchy is substantially decimated and by progressive transmission of vertices, our approach significantly reduces bandwidth requirements. During a typical fly-over we can guarantee extremely small pixel errors at very high frame rates.",
keywords = "GPUs, Geomorphs, Hierarchical meshing, Progressive data transfer, Terrain rendering",
author = "Jens Schneider and R{\"u}diger Westermann",
year = "2006",
language = "English (US)",
isbn = "8086943038",
series = "14th International Conference in Central Europe on Computer Graphics, Visualization and Computer Vision 2006, WSCG'2006 - In Co-operation with EUROGRAPHICS, Full Papers Proceedings",
pages = "49--56",
booktitle = "14th International Conference in Central Europe on Computer Graphics, Visualization and Computer Vision 2006, WSCG'2006 - In Co-operation with EUROGRAPHICS, Full Papers Proceedings",
note = "14th International Conference in Central Europe on Computer Graphics, Visualization and Computer Vision 2006, WSCG'2006 - In Co-operation with EUROGRAPHICS ; Conference date: 31-01-2006 Through 02-02-2006",
}