Multiscale Feature Model for Terrain Data Based on Adaptive Spatial Neighborhood
暂无分享,去创建一个
Zhiqiang Ma | Yaxin Liu | Zijun Feng | Huijie Zhang | Yun Ma | Xinting He
[1] Bogdan Wiszniewski,et al. Efficiency of Interactive Terrain Visualization with a PC-Cluster , 2007, PPAM.
[2] Xiangtao Li,et al. An opposition-based differential evolution algorithm for permutation flow shop scheduling based on diversity measure , 2013, Adv. Eng. Softw..
[3] Hugues Hoppe,et al. Progressive meshes , 1996, SIGGRAPH.
[4] Ilan Shimshoni,et al. Mean shift based clustering in high dimensions: a texture classification example , 2003, Proceedings Ninth IEEE International Conference on Computer Vision.
[5] Valerio Pascucci,et al. Terrain Simplification Simplified: A General Framework for View-Dependent Out-of-Core Visualization , 2002, IEEE Trans. Vis. Comput. Graph..
[6] Bedrich Benes,et al. Large-Scale Physics-Based Terrain Editing Using Adaptive Tiles on the GPU , 2011, IEEE Computer Graphics and Applications.
[7] Deng Xue-qing. An Organization and Management Approach of Data for Real-Time Visualization of Massive Terrain Dataset , 2005 .
[8] Ping Huang,et al. Phase Transitions of EXPSPACE-Complete Problems , 2010, Int. J. Found. Comput. Sci..
[9] Liu Shuhua,et al. A Terrain Model Simplification Method Based on Adaptive Areas Division , 2010 .
[10] Nan Lu,et al. A New Simplification Method for Terrain Model Based on Divergence Function: A New Simplification Method for Terrain Model Based on Divergence Function , 2009 .
[11] Shao-Yi Chien,et al. High-Quality Mipmapping Texture Compression With Alpha Maps for Graphics Processing Units , 2009, IEEE Transactions on Multimedia.
[12] Naga K. Govindaraju,et al. A Survey of General‐Purpose Computation on Graphics Hardware , 2007 .
[13] Mark A. Duchaineau,et al. ROAMing terrain: real-time optimally adapting meshes , 1997 .
[14] Han Chengde. Real-time Rendering for Out-of-core Terrain Model in Complex 3D Scenes , 2009 .
[15] Yuna Jeong,et al. Multi-resolution depth-of-field rendering , 2012, SIGGRAPH '12.
[16] Frank Losasso,et al. Geometry clipmaps , 2004, ACM Trans. Graph..
[17] Ming Zhang,et al. AN OUT-OF-CORE MODEL FOR LARGE TERRAIN BASED ON RIGHT-TRIANGLE IRREGULAR NETWORK , 2011 .
[18] Sheng Li. High Performance Navigation of Very Large-Scale Terrain Environment , 2006 .
[19] Renato Pajarola. Large scale terrain visualization using the restricted quadtree triangulation , 1998 .
[20] Michael Garland,et al. A multiresolution representation for massive meshes , 2005, IEEE Transactions on Visualization and Computer Graphics.
[21] Sei-ichiro Kamata,et al. An address generator, for an N-dimensional pseudo-Hilbert scan in a hyper-rectangular, parallelepiped region , 2000, Proceedings 2000 International Conference on Image Processing (Cat. No.00CH37101).
[22] Dinesh Manocha,et al. Quick-VDR: out-of-core view-dependent rendering of gigantic models , 2005, IEEE Transactions on Visualization and Computer Graphics.
[23] Minghao Yin,et al. On the utility of landmarks in SAT based planning , 2012, Knowl. Based Syst..
[24] Jens H. Krüger,et al. A Survey of General‐Purpose Computation on Graphics Hardware , 2007, Eurographics.
[25] Mark A. Duchaineau,et al. ROAMing terrain: Real-time Optimally Adapting Meshes , 1997, Proceedings. Visualization '97 (Cat. No. 97CB36155).
[26] Cláudio T. Silva,et al. A memory insensitive technique for large model simplification , 2001, Proceedings Visualization, 2001. VIS '01..
[27] Valerio Pascucci,et al. Streaming Simplification of Tetrahedral Meshes , 2007, IEEE Transactions on Visualization and Computer Graphics.
[28] William Ribarsky,et al. Real-time, continuous level of detail rendering of height fields , 1996, SIGGRAPH.
[29] J. Warren,et al. Mean value coordinates for closed triangular meshes , 2005, SIGGRAPH 2005.