2008 Sixth Indian Conference on Computer Vision, Graphics &Amp; Image Processing 2008
DOI: 10.1109/icvgip.2008.85
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Real-Time Rendering and Manipulation of Large Terrains

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Cited by 8 publications
(6 citation statements)
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References 12 publications
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“…There are some studies for terrain rendering that allows editing and deformation on the terrain surface. Bhattacharjee et al (2008) describe a GPU-based system to store, render, and manipulate the terrains using a regular-grid representation. De Carpentier and Bidarra (2009) propose procedural brushes that combine local and global approaches for editing terrain surfaces used for game applications.…”
Section: Terrain Renderingmentioning
confidence: 99%
“…There are some studies for terrain rendering that allows editing and deformation on the terrain surface. Bhattacharjee et al (2008) describe a GPU-based system to store, render, and manipulate the terrains using a regular-grid representation. De Carpentier and Bidarra (2009) propose procedural brushes that combine local and global approaches for editing terrain surfaces used for game applications.…”
Section: Terrain Renderingmentioning
confidence: 99%
“…Thus, for some simple editing operations the propagation of changes is not required. Bhattacharjee et al [BPN08] apply the editing operations directly on the GPU, but then also perform the propagation of changes on the CPU. In both cases, the finest resolution level has to be available in CPU memory.…”
Section: Related Workmentioning
confidence: 99%
“…(Dan et al, 2009) discuss various ways of terrain editing, including geometric editing and texture editing. Similar to (Bhattacharjee et al, 2008), they also modify the height point, but add natural looking variations by defining new height values using an outer and inner radius and a parameter determining the radius. We add to this work by providing an incremental update technique which enables interactive terrain modelling by minimizing data transfer and data structure updates in GPU memory.…”
Section: Literature Reviewmentioning
confidence: 99%
“…(Atlan and Garland, 2006) modify the terrain in realtime by specifying editing strokes, in which quadtree hierarchy is used to represent the heightmap for multiresolution editing. (Bhattacharjee et al, 2008) improve performance by utilising the GPU for rendering and editing the terrain simultaneously. The authors use a fragment shader to operate on each height value, and every time the terrain undergoes deformation or modification, the parameters of the actual process are parsed into the shader, which could be a result of simulation of terrain dynamics or direct editing performed by user using input devices such as mice.…”
Section: Literature Reviewmentioning
confidence: 99%