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dc.contributor.authorLarsen, Bent Dalgaard
dc.contributor.authorChristensen, Niels Jørgen
dc.contributor.editorSkala, Václav
dc.date.accessioned2013-04-16T12:31:55Z
dc.date.available2013-04-16T12:31:55Z
dc.date.issued2003
dc.identifier.citationJournal of WSCG. 2003, vol. 11, no. 1-3.en
dc.identifier.issn1213-6972
dc.identifier.urihttp://wscg.zcu.cz/wscg2003/Papers_2003/C05.pdf
dc.identifier.urihttp://hdl.handle.net/11025/1678
dc.description.abstractWe present a method for real-time level of detail reduction that is able to display high-complexity polygonal surface data. A compact and efficient regular grid representation is used. The method is optimized for modern, low-end consumer 3D graphics cards. We avoid sudden changes of the geometry - also known as 'popping', when reducing the geometry by exploiting the low-level hardware programmability in order to maintain interactive framerates. Terrain models are repolygonized in order to minimizing the visible error. Furthermore, the method minimizes CPU usage during rendering and requires minimal pre-processing. We believe that this is the first time that a smooth level of detail has been implemented in commodity hardware.en
dc.format8 s.cs
dc.format.mimetypeapplication/pdf
dc.language.isoenen
dc.publisherUNION Agency – Science Presscs
dc.relation.ispartofseriesJournal of WSCGen
dc.rights© UNION Agency – Science Presscs
dc.subjectvykreslovánícs
dc.subjectmodelovánícs
dc.subjectgrafický hardwarecs
dc.subjectteréncs
dc.titleReal-time terrain rendering using smooth hardware optimized level of detailen
dc.typečlánekcs
dc.typearticleen
dc.rights.accessopenAccessen
dc.type.versionpublishedVersionen
dc.subject.translatedrenderingen
dc.subject.translatedmodellingen
dc.subject.translatedgraphic hardwareen
dc.subject.translatedterrainen
dc.type.statusPeer-revieweden
Vyskytuje se v kolekcích:Volume 11, number 1-3 (2003)

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