Combining displacement mapping methods on the GPU for real-time terrain visualization

Author:

González Cesar,Pérez Mariano,Orduña Juan M.ORCID

Funder

Ministerio de Economía y Competitividad (ES)

Publisher

Springer Science and Business Media LLC

Subject

Hardware and Architecture,Information Systems,Theoretical Computer Science,Software

Reference17 articles.

1. Cantlay I (2011) Directx 11 terrain tessellation. Nvidia whitepaper, p 8

2. Dick C, Krüger J, Westermann R (2009) GPU ray-casting for scalable terrain rendering. In: Proceedings of Eurographics (2009)

3. González C, Pérez M, Orduña JM (2016) A hybrid GPU technique for real-time terrain visualization. In: Proceedings of Computational and Mathematical Methods in Science and Engineering

4. Kaneko T, Takahei T, Inami M, Kawakami N, Yanagida Y, Maeda T, Tachi S (2001) Detailed shape representation with parallax mapping. Proc ICAT 2001:205–208

5. Livny Y, Kogan Z, El-Sana J (2009) Seamless patches for GPU-based terrain rendering. Vis Comput 25(3):197–208. doi: 10.1007/s00371-008-0214-3

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1. An efficient method for rendering linear symbols on 3D terrain using a shader language;International Journal of Geographical Information Science;2017-10-31

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