References
- P. Lindstrom, V. Pascucci, "Terrain simplifica tion simplified: A general framework for vie w-dependent out-of-core visualization.", IEEE Transactions on Visualization and Computer Graphics, Vol. 8, pp. 239-254, 2002. https://doi.org/10.1109/TVCG.2002.1021577
- F. Losasso, H. Hoppe, "Geometry clipmaps: t errain rendering using nested regular grids." ACM Transactions on Graphics (TOG), Vol. 23, pp. 769-776, 2004. https://doi.org/10.1145/1015706.1015799
- C. Tanner, C. Migdal, M. Jones. "The clipma p: a virtual mipmap." Proceedings of the 25th annual conference on Computer graphics and interactive techniques, pp. 151-158, 1998.
- A. Graps, "An introduction to wavelets." Computational Science & Engineering, Vol. 2, p p. 50-61, 1995. https://doi.org/10.1109/99.388960
- Microsoft Corp, "Tessellation Overview", http://msdn.microsoft.com/en-us/library/windows/desktop/ff476340(v=vs.85).aspx
- M. Hope, T. Ertl, "Hardware accelerated wav elet transformations.", Data Visualization 2000, pp. 93-103, 2000.
- T. Wong, C. Leung, P. Heng, J. Wang, "Disc rete wavelet transform on consumer-level gr aphics hardware." IEEE Transactions on Mul timedia, Vol. 9, No. 3, pp. 668-673, 2007. https://doi.org/10.1109/TMM.2006.887994
- M. Adams, F. Kossentini, "JasPer: A softwar e-based JPEG-2000 codec implementation.", Proceedings of 2000 International Conference on Image Processing, Vol.2, pp. 53-56, 2000.
- W.J. van der Laan, A.C. Jalba, Jos B.T.M. R oerdink, "Accelerating wavelet lifting on grap hics hardware using CUDA.", IEEE Transact ions on Parallel and Distributed Systems, Vol. 22, No. 1, pp. 132-146, 2011. https://doi.org/10.1109/TPDS.2010.143
- M. Treib, F. Reichl, S. Auer, R. Westermann, "Interactive editing of gigasample terrain fields.", Computer Graphics Forum, Vol. 31, pp. 383-392, 2012. https://doi.org/10.1111/j.1467-8659.2012.03017.x
- P. Lindstrom, D. Koller, W. Ribarsky, L. Hodges, N. Faust, G. Turner, "Real-time, continuous level of detail rendering of height fields", Proceedings of ACM SIGGRAPH 96, pp. 109 -118, 1996.
- S. Rötter, W. Heidrich, P. Slusallek, H. Seide l, "Real-time generation of continuous levels of detail for height fields." Proceedings of 6th International Conference in Central Europeon Computer Graphics and Visualization, p. 315- 322, 1998.
- M. Duchaineau, M. Wolinsky, D. Sigeti, M. Miller, C. Aldrich, M. Mineev-Weinstein, "RO AMing terrain: real-time optimally adapting meshes", Proceedings of IEEE Visualization 97, pp. 81-88, 1997.
- W. Sweldens, "The lifting scheme: A constru ction of second generation wavelets.", SIAM Journal on Mathematical Analysis, Vol. 29, p p.511-546, 1998. https://doi.org/10.1137/S0036141095289051
- A. Cohen I. Daubechies, J. Feauveau, "Biort hogonal bases of compactly supported wavelets.", Communications on pure and applied mathematics, Vol. 45, pp485-560, 1992. https://doi.org/10.1002/cpa.3160450502
- Microsoft Corp, "Compute Shader Overview", http://msdn.microsoft.com/en-us/library/windo ws/desktop/ff476331(v=vs.85).aspx
- Microsoft Corp, "ID3D11DeviceContext:: Dispatch method", http://msdn.microsoft.com/en-us/library/windows/desktop/ff476405(v=vs.85).aspx
Cited by
- An Efficient Real-time Rendering Method for Compressed Terrain Dataset with Wavelet Transform vol.14, pp.4, 2014, https://doi.org/10.7583/JKGS.2014.14.4.45