Continuous distance-dependent level of detail for rendering heightmaps
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Recommendations
- Alternation of Levels-of-Detail Construction and Occlusion Culling for Terrain Rendering
- Terrain LoD in real-time 3D map visualization
- Adaptive terrain triangulation using the representation of quad trees by vertex textures and wavelet estimation of vertex significance
- scientific article; zbMATH DE number 2006567
- scientific article; zbMATH DE number 5370623
Cited in
(7)- Terrain LoD in real-time 3D map visualization
- Displacement Mapping on the GPU — State of the Art
- scientific article; zbMATH DE number 2006567 (Why is no real title available?)
- Analytic displacement mapping using hardware tessellation
- High performance navigation of very large-scale terrain environment
- Alternation of Levels-of-Detail Construction and Occlusion Culling for Terrain Rendering
- Quadratic displacement maps for heightmap rendering
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