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Volumn , Issue , 2012, Pages 13-39

Real-time deformable terrain rendering with directX 11

Author keywords

[No Author keywords available]

Indexed keywords


EID: 84907887892     PISSN: None     EISSN: None     Source Type: Book    
DOI: 10.1201/b11642     Document Type: Chapter
Times cited : (9)

References (8)
  • 1
    • 85059818961 scopus 로고    scopus 로고
    • Cached Procedural Textures for Terrain Rendering
    • edited by W. Engel, Hingham, MA: Charles River Media
    • Carsten Dachsbacher and Marc Stamminger. “Cached Procedural Textures for Terrain Rendering” In Shader X4 Advanced Rendering Techniques, edited by W. Engel, pp. 457-466. Hingham, MA: Charles River Media, 2006.
    • (2006) Shader X4 Advanced Rendering Techniques , pp. 457-466
    • Dachsbacher, C.1    Stamminger, M.2
  • 4
    • 0036452754 scopus 로고    scopus 로고
    • Fast View-Dependent Level-of-Detail Rendering Using Cached Geometry
    • Los Alamitos, CA: IEEE Computer Society
    • J. Levenberg. “Fast View-Dependent Level-of-Detail Rendering Using Cached Geometry.” In Proceedings of IEEE Visualization, pp. 259-265. Los Alamitos, CA: IEEE Computer Society, 2002.
    • (2002) Proceedings of IEEE Visualization , pp. 259-265
    • Levenberg, J.1
  • 5
    • 12844264641 scopus 로고    scopus 로고
    • Geometry Clipmaps: Terrain Rendering Using Nested Regular Grids
    • New York: ACM
    • Frank Losasso and Hugues Hoppe. “Geometry Clipmaps: Terrain Rendering Using Nested Regular Grids.” In Proc. ACM SIGGRAPH, pp. 769-776. New York: ACM, 2004.
    • (2004) Proc. ACM SIGGRAPH , pp. 769-776
    • Losasso, F.1    Hoppe, H.2
  • 7
    • 0023364261 scopus 로고
    • Arithmetic Coding for Data Compression
    • Ian Witten, Radford Neal, and J. Cleary. “Arithmetic Coding for Data Compression.” Comm. ACM 30: 6 (1987), 520-540.
    • (1987) Comm. ACM , vol.30 , Issue.6 , pp. 520-540
    • Witten, I.1    Neal, R.2    Cleary, J.3
  • 8
    • 79952925463 scopus 로고    scopus 로고
    • High-Performance Terrain Rendering Using Hardware Tessellation
    • Egor Yusov and Maxim Shevtsov. “High-Performance Terrain Rendering Using Hardware Tessellation.” Journal of WSCG 19: 3 (2011), 85-82.
    • (2011) Journal of WSCG , vol.19 , Issue.3
    • Yusov, E.1    Shevtsov, M.2


* 이 정보는 Elsevier사의 SCOPUS DB에서 KISTI가 분석하여 추출한 것입니다.