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Original Article

Continuous Distance-Dependent Level of Detail for Rendering Heightmaps

Pages 57-74 | Published online: 30 Jan 2011

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Tung-Ju Hsieh, Falko Kuester & Tara Hutchinson. (2013) Parallel terrain rendering using a cluster of computers. Journal of the Chinese Institute of Engineers 36:2, pages 212-223.
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Alvaro Casado-Coscolla, Carlos Sanchez-Belenguer, Erik Wolfart & Vitor Sequeira. (2023) Rendering massive indoor point clouds in virtual reality. Virtual Reality 27:3, pages 1859-1874.
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Haohai Fu, Huaming Yang, Chunyi Chen, Hua Zhang, Meng Hao & Tianhao Yu. (2021) Adaptive LOD representation of terrain model based on quad-tree. Adaptive LOD representation of terrain model based on quad-tree.
Haohai Fu, Huamin Yang & Chunyi Chen. (2021) Large-scale terrain-adaptive LOD control based on GPU tessellation. Alexandria Engineering Journal 60:3, pages 2865-2874.
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Shi Li, Chuankun Zheng, Rui Wang, Yuchi Huo, Wenting Zheng, Hai Lin & Hujun Bao. (2021) Multi-resolution terrain rendering using summed-area tables. Computers & Graphics 95, pages 130-140.
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Benjamin Santerre, Masaki Abe & Taichi Watanabe. (2020) Improving GPU Real-Time Wide Terrain Tessellation Using the New Mesh Shader Pipeline. Improving GPU Real-Time Wide Terrain Tessellation Using the New Mesh Shader Pipeline.
Wang shiyun. (2020) Level of detail optimization for real-time terrain. Level of detail optimization for real-time terrain.
Eun-Seok Lee & Byeong-Seok Shin. (2019) Hardware-Based Adaptive Terrain Mesh Using Temporal Coherence for Real-Time Landscape Visualization. Sustainability 11:7, pages 2137.
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Vyacheslav Shakaev, Natalia Sadovnikova & Danila Parygin. 2017. Creativity in Intelligent Technologies and Data Science. Creativity in Intelligent Technologies and Data Science 501 516 .
N. Mikulicic & Z. Mihajlovic. (2016) Procedural generation of mediterranean environments. Procedural generation of mediterranean environments.
Daying Lu, Dengming Zhu, Zhaoqi Wang & Jinzhu Gao. (2016) Efficient level of detail for texture-based flow visualization. Computer Animation and Virtual Worlds 27:2, pages 123-140.
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Adrian Cristea & Fotis Liarokapis. (2015) Fractal Nature - Generating Realistic Terrains for Games. Fractal Nature - Generating Realistic Terrains for Games.
José P. Suárez, Agustín Trujillo, José M. Santana, Manuel de la Calle & Diego Gómez-Deck. (2015) An efficient terrain Level of Detail implementation for mobile devices and performance study. Computers, Environment and Urban Systems 52, pages 21-33.
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David Tully, Abdennour Rhalibi, Christopher Carter & Sud Sudirman. (2015) Hybrid 3D Rendering of Large Map Data for Crisis Management. ISPRS International Journal of Geo-Information 4:3, pages 1033-1054.
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Manuel Scholz, Jan Bender & Carsten Dachsbacher. (2015) Real-Time Isosurface Extraction With View-Dependent Level of Detail and Applications. Computer Graphics Forum 34:1, pages 103-115.
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Peng Zou, Yanshan Bian, Zhike Chen & Ronghuan Yu. (2015) Construction and Scheduling of Multi-resolution LOD Terrain in Super Low-Altitude Flight. International Journal of Computer and Electrical Engineering 7:3, pages 159-167.
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Jonathan Dupuy, Jean-Claude Iehl & Pierre Poulin. 2014. GPU Pro 5. GPU Pro 5 439 450 .
Zhifeng Zhang & Na Zhang. (2013) A LOD algorithm based on out-of-core for large scale terrain rendering. A LOD algorithm based on out-of-core for large scale terrain rendering.
Wen Long Yu & Li Min Zhang. (2013) Research of Self-Adjust LOD Algorithm Based on GPU. Advanced Materials Research 710, pages 743-746.
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Wen Long Yu, Li Min Zhang & Bing Qiang Zhang. (2012) Large-Scale LOD Adaptive Terrain Rendering. Applied Mechanics and Materials 220-223, pages 2450-2453.
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Jieguang LI, Liyu TANG, Chongcheng CHEN, Jie ZOU & Ding LIN. (2012) On Interactive Digital Terrain Editing for Landscape Planning & Design and Its Implementation. Geo-information Science 14:2, pages 179-186.
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John Judnich & Nam Ling. (2012) Symmetric Cluster Set Level of Detail for Real-Time Terrain Rendering. Symmetric Cluster Set Level of Detail for Real-Time Terrain Rendering.
. (2012) Notice to IEEE Xplore subscribers. Notice to IEEE Xplore subscribers.

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