Using Mesh Shaders for Continuous Level-of-Detail Terrain Rendering

Author:

Englert Matthias1

Affiliation:

1. Tinman 3D Fulda, Germany

Publisher

ACM

Reference5 articles.

1. GPU-Aware Hybrid Terrain Rendering. In Proceedings of IADIS Computer Graphics, Visualization;Dick Christian;Computer Vision and Image Processing,2010

2. Matthias Englert. 2012. Tinman 3D SDK - Real-time Terrain. https://www.tinman3d.com Matthias Englert. 2012. Tinman 3D SDK - Real-time Terrain. https://www.tinman3d.com

3. Jonathan Dupuy Jad Khoury and Christophe Riccio. 2018. Adaptive GPU Tessellation with Compute Shaders. https://github.com/jdupuy/opengl-framework/tree/master/demo-isubd-terrain Jonathan Dupuy Jad Khoury and Christophe Riccio. 2018. Adaptive GPU Tessellation with Compute Shaders. https://github.com/jdupuy/opengl-framework/tree/master/demo-isubd-terrain

4. Visualization of large terrains made easy

5. Real-Time Optimally Adapting Meshes: Terrain Visualization in Games

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