geographic information systems; rendering (computer graphics); terrain mapping; 3D terrain rendering; CPU; DirectX 11; GPU-based level-of- detail factor management schemes; OpenGL 4.0; generic level-of-detail terrain rendering; hardware tessellation techniques; height-map based terrain rendering; level-of-detail objects; nonuniform patches; terrain flatness factors; tessellation shader programs; Computer science; Educational institutions; Engines; Hardware; Image resolution; Rendering (computer graphics);
机译:使用硬件细分的几何剪贴图地形渲染
机译:使用GPU细分进行多分辨率地形渲染
机译:带有硬件细分的实时渲染技术
机译:基于图形硬件的大规模地形渲染算法
机译:一种适用于大型地形的高效,硬件加速的细节层次渲染技术。
机译:空间Voronoi曲面细分基于支柱的蜂窝结构有效导热性的数值研究
机译:几何剪辑地形渲染使用硬件曲面细分