Sch. of Mechatron. Eng. Harbin Inst. of Technol. Harbin China;
geography; quadtrees; rendering (computer graphics); GPU-oriented data compression strategy; LOD rendering method; data transfer bandwidth; graphic processing unit; large-scale terrain rendering system; out-of-core rendering; quadtree-based chunk hierarchy; real-time rendering algorithm; template-based triangle stripification method; two-level caching mechanism; two-ratio filtering simplification method; GPU algorithms; Out-of-core; Terrain data compression; Terrain rendering; View-dependent level of detail;
机译:基于GPU的实时地形渲染:设计和实现
机译:使用双层瓦片四叉树和长方体边界误差度量在GPU上进行大规模地形实时渲染
机译:用于大型地形的红外特性的实时和多分辨率渲染
机译:基于GPU的大型地形实时渲染
机译:自然现象的立体,实时和逼真的渲染-基于GPU的雨雪粒子系统
机译:基于高性能GPU的渲染用于实时刚性2D / 3D图像登记和辐射肿瘤学中的运动预测
机译:基于GPU的详细级别系统,用于大规模颗粒地形的实时仿真和渲染