1 |
Samet, H. The Quadtree and Related Hierarchical Data Structures. ACM Computing Surbeys 16(2), June 1984, pp. 187-260.
DOI
ScienceOn
|
2 |
Lindstorm Peter[et al.] RealiTime, Continuous Level of Detail Rendering of Height Fields, SIGGRAPH. 1996. -pp. 109-118.(CLOD)
|
3 |
Lario R., Pajarola R., Tirado F. Hyper-block Quad-tree based Triangulated Irregular networks. In Proceedings of IASTED VIIP, pages 733-738, 2003
|
4 |
Cignoni, P., Puppo, E., Scopigno, R. 1997. Representation and Visualization of Terrain Surfaces at Variable Resolution. The Visual computer 13(5), 199-217.
DOI
ScienceOn
|
5 |
Cignoni, P., Ganovelli, F., Gobbetti, E., Marton, F., Ponchio, F., Scopigo, R. 2003a. BDAM - Batched Dynamic Adaptive Meshes for high Performance Terrain Visualization. Computer Graphics Forum 22(3)
|
6 |
Cignoni, P., Ganovelli, F., Gobbetti, E., Marton, F., Ponchio, F., Scopigo, R. 2003b. Planet-sized Batched Dynamic Adaptive Meshes(P-BDAM). IEEE Visualizaiton 2003.
|
7 |
Tanner, C. C., Migdal, C. J., Jones, M. T. : The Clipmap : a Virtual Mipmap. In SIGRAPH '98 : Proceedings of the 25th annual conference on computer Graphics and Interactive Techniques(New York, NY, USA, 1998), ACM Press, pp. 151-158.
|
8 |
Arul Asirvatham, Hugues Hoppe. GPU GEMS : Terrain Rendering Using GPU-Based Geometry Clipmaps. Addison Wesley, 2004
|
9 |
Lossa, Frank, and Hugues Hoppe(2004). "Geometry Clipmaps: Terrain Rendering Using Nested Regular Grids.", ACM Transaction on Graphics(Proceeding of SIGGRAPH 2004) 23(3), pp. 769-776.
|
10 |
M. Duchaineau, M. Wolinski, D. Digeti, M. Miller, C. Aldrich, M. Mineev-Weinstein, "ROAMing Terrain : Real-Time Optimally Adaping Meshes", IEEE Visualizaiton, Oct. 1997, pp. 81-88
|
11 |
Hakl, H., Zijl, L. V. Diamond algorithm : continuous Level of Detail for Height Fields. South African computer Journal(2002).
|
12 |
Lok M. Hwa, Mark A. Duchaineau,, and Kenneth I. Joy(2004). Adaptive 4-8 Texture Hierarchies. 15th IEEE Visualization 2004(VIS'04) pages 219-226, October 2004.
|
13 |
Lok M. Hwa, Mark A. Duchaineau,, and Kenneth I. Joy(2005). Real-Time Optimal Adaptation for Planetary Geometry and Texture : 4-8 Tile hierarchies. IEEE Transactions on Visualization and Computer Graphics, March/April 2005(Vol. 11, No. 2). [10a] page 9, [10b] page 13, [10c] page 12
|