메뉴 건너뛰기




Volumn , Issue , 2011, Pages 1-493

3D Engine Design for Virtual Globes

Author keywords

[No Author keywords available]

Indexed keywords


EID: 85133060340     PISSN: None     EISSN: None     Source Type: Book    
DOI: 10.1201/9781439865583     Document Type: Book
Times cited : (76)

References (183)
  • 1
    • 36949038166 scopus 로고    scopus 로고
    • Minimum Triangle Separation for Correct z-Buffer Occlusion
    • New York: ACM Press, Available at
    • Kurt Akeley and Jonathan Su. “Minimum Triangle Separation for Correct z-Buffer Occlusion.” In Proceedings of the 21st ACM SIGGRAPH/EU-ROGRAPHICS Symposium on Graphics Hardware. New York: ACM Press, 2006. Available at http://research.microsoft.com/pubs/79213/GH% 202006%20p027%20Akeley%20Su.pdf.
    • (2006) Proceedings of the 21St ACM SIGGRAPH/EU-ROGRAPHICS Symposium on Graphics Hardware
    • Akeley, K.1    Su, J.2
  • 2
    • 1642456450 scopus 로고
    • The Hidden Charms of the z-Buffer
    • Kurt Akeley. “The Hidden Charms of the z-Buffer.” In IRIS Universe 11, pp. 31-37, 1990.
    • (1990) IRIS Universe 11 , pp. 31-37
    • Akeley, K.1
  • 4
    • 84995794482 scopus 로고    scopus 로고
    • Frostbite: Rendering Architecture and Real-Time Procedural Shading & Texturing Techniques
    • Available at
    • Johan Andersson and Natalya Tatarchuk. “Frostbite: Rendering Architecture and Real-Time Procedural Shading & Texturing Techniques.” In Game Developers Conference, 2007. Available at http://developer. amd.com/assets/Andersson-Tatarchuk-FrostbiteRenderingArchitecture% 28GDC07 AMD Session%29.pdf.
    • (2007) Game Developers Conference
    • Andersson, J.1    Tatarchuk, N.2
  • 5
    • 85085399995 scopus 로고    scopus 로고
    • Terrain Rendering in Frostbite Using Procedural Shader Splatting
    • New York: ACM Press, 2007. Available at
    • Johan Andersson. “Terrain Rendering in Frostbite Using Procedural Shader Splatting.” In Proceedings of SIGGRAPH 07: ACM SIGGRAPH 2007 Courses, pp. 38-58. New York: ACM Press, 2007. Available at http://developer.amd.com/media/gpu assets/Andersson-TerrainRendering(Siggraph07).pdf.
    • Proceedings of SIGGRAPH 07: ACM SIGGRAPH 2007 Courses , pp. 38-58
    • Andersson, J.1
  • 6
    • 84865549441 scopus 로고    scopus 로고
    • Parallel Graphics in Frostbite—Current & Future
    • Available at
    • Johan Andersson. “Parallel Graphics in Frostbite—Current & Future.” In SIGGRAPH, 2009. Available at http://s09.idav.ucdavis.edu/talks/04-JAndersson-ParallelFrostbite-Siggraph09.pdf.
    • (2009) SIGGRAPH
    • Andersson, J.1
  • 8
    • 85133041347 scopus 로고    scopus 로고
    • Technical report, Apple, 2006. Available at
    • Apple. “Enabling Multi-Threaded Execution of the OpenGL Framework.” Technical report, Apple, 2006. Available at http://developer.apple.com/library/mac/#technotes/tn2006/tn2085.html.
    • Enabling Multi-Threaded Execution of the Opengl Framework.
  • 9
    • 38149084348 scopus 로고    scopus 로고
    • Terrain Rendering Using GPU-Based Geometry Clipmaps
    • edited by Matt Pharr, Reading, MA: Addison-Wesley, Available at
    • Arul Asirvatham and Hugues Hoppe. “Terrain Rendering Using GPU-Based Geometry Clipmaps.” In GPU Gems 2, edited by Matt Pharr, pp. 27-45. Reading, MA: Addison-Wesley, 2005. Available at http://http.developer. nvidia.com/GPUGems2/gpugems2 chapter02.html.
    • (2005) GPU Gems 2 , pp. 27-45
    • Asirvatham, A.1    Hoppe, H.2
  • 11
    • 60749122757 scopus 로고    scopus 로고
    • Available at
    • Steve Baker. “Learning to Love Your z-Buffer.” Available at http://www. sjbaker.org/steve/omniv/love your z buffer.html, 1999.
    • (1999) Learning to Love Your Z-Buffer
    • Baker, S.1
  • 12
    • 84857002060 scopus 로고    scopus 로고
    • Available at
    • Avi Bar-Zeev. “How Google Earth Really Works.” Available at http://www. realityprime.com/articles/how-google-earth-really-works, 2007.
    • (2007) How Google Earth Really Works
    • Bar-Zeev, A.1
  • 19
    • 85133099300 scopus 로고    scopus 로고
    • Available at
    • Jeff Bolz. “ARB ES2 compatibility.” Available at http://www.opengl.org/registry/specs/ARB/ES2 compatibility.txt, 2010.
    • (2010) ARB ES2 Compatibility
    • Bolz, J.1
  • 20
    • 85133068599 scopus 로고    scopus 로고
    • Available at
    • Jeff Bolz. “ARB shader subroutine.” Available at http://www.opengl.org/registry/specs/ARB/shader subroutine.txt, 2010.
    • (2010) ARB Shader Subroutine
    • Bolz, J.1
  • 22
    • 85056029504 scopus 로고    scopus 로고
    • Available at
    • Pat Brown. “EXT texture array.” Available at http://www.opengl.org/registry/specs/EXT/texture array.txt, 2008.
    • (2008) EXT Texture Array
    • Brown, P.1
  • 25
    • 51249179364 scopus 로고
    • Triangulating a Simple Polygon in Linear Time
    • Bernard Chazelle. “Triangulating a Simple Polygon in Linear Time.” Discrete Comput. Geom. 6:5 (1991), 485-524.
    • (1991) Discrete Comput. Geom. , vol.6 , Issue.5 , pp. 485-524
    • Chazelle, B.1
  • 26
    • 85133038899 scopus 로고    scopus 로고
    • The Future of Virtual Globes—The Interactive Ray-Traced Digital Earth
    • Available at
    • M. Christen. “The Future of Virtual Globes—The Interactive Ray-Traced Digital Earth.” In ISPRS Congress Beijing 2008, Proceedings of Commission II, ThS 4, 2008. Available at http://www.3dgi.ch/publications/chm/virtualglobesfuture.pdf.
    • (2008) ISPRS Congress Beijing 2008, Proceedings of Commission II, Ths 4
    • Christen, M.1
  • 27
    • 34248331516 scopus 로고    scopus 로고
    • Terrain Rendering Using Spherical Clipmaps
    • Available at
    • Malte Clasen and Hans-Christian Hege. “Terrain Rendering Using Spherical Clipmaps.” In Eurographics/IEEE-VGTC Symposium on Visualisation, pp. 91-98, 2006. Available at http://www.zib.de/clasen/?page id=6.
    • (2006) Eurographics/Ieee-Vgtc Symposium on Visualisation , pp. 91-98
    • Clasen, M.1    Hege, H.-C.2
  • 29
    • 84947266646 scopus 로고    scopus 로고
    • Visibility-Based Prefetching for Interactive Out-of-Core Rendering
    • Los Alamitos, CA: IEEE Computer Society, Available at
    • Wagner T. Correa, James T. Klosowski, and Claudio T. Silva. “Visibility-Based Prefetching for Interactive Out-of-Core Rendering.” In Proceedings of the 2003 IEEE Symposium on Parallel and Large-Data Visualization and Graphics. Los Alamitos, CA: IEEE Computer Society, 2003. Available at http://www.evl.uic.edu/cavern/rg/20040525 renambot/Viz/parallel volviz/prefetch outofcore viz pvg03.pdf.
    • (2003) Proceedings of the 2003 IEEE Symposium on Parallel and Large-Data Visualization and Graphics
    • Correa, W.T.1    Klosowski, J.T.2    Silva, C.T.3
  • 30
    • 77956203284 scopus 로고    scopus 로고
    • GPU Ray Casting of Virtual Globes
    • New York: ACM Press, Available at
    • Patrick Cozzi and Frank Stoner. “GPU Ray Casting of Virtual Globes.” In Proceedings of SIGGRAPH 10: ACM SIGGRAPH 2010 Posters, p. 1. New York: ACM Press, 2010. Available at http://www.agi.com/gpuraycastingofvirtualglobes.
    • (2010) Proceedings of SIGGRAPH 10: ACM SIGGRAPH 2010 Posters , pp. 1
    • Cozzi, P.1    Stoner, F.2
  • 31
    • 85059417126 scopus 로고    scopus 로고
    • A Framework for GLSL Engine Uniforms
    • edited by Eric Lengyel. Natick, MA: A K Peters, Ltd., 2011. Available at
    • Patrick Cozzi. “A Framework for GLSL Engine Uniforms.” In Game Engine Gems 2, edited by Eric Lengyel. Natick, MA: A K Peters, Ltd., 2011. Available at http://www.gameenginegems.net/.
    • Game Engine Gems , pp. 2
    • Cozzi, P.1
  • 32
    • 85059408662 scopus 로고    scopus 로고
    • Delaying OpenGL Calls
    • edited by Eric Lengyel. Natick, MA: A K Peters, Ltd., 2011. Available at
    • Patrick Cozzi. “Delaying OpenGL Calls.” In Game Engine Gems 2, edited by Eric Lengyel. Natick, MA: A K Peters, Ltd., 2011. Available at http://www.gameenginegems.net/.
    • Game Engine Gems , pp. 2
    • Cozzi, P.1
  • 34
    • 85133041454 scopus 로고    scopus 로고
    • Available at
    • Matt Craighead. “NV primitive restart.” Available at http://www.opengl. org/registry/specs/NV/primitive restart.txt, 2002.
    • (2002) NV Primitive Restart
    • Craighead, M.1
  • 35
    • 77950427136 scopus 로고    scopus 로고
    • Gi-gaVoxels: Ray-Guided Streaming for Efficient and Detailed Voxel Render-ing
    • New York: ACM Press, Available at
    • Cyril Crassin, Fabrice Neyret, Sylvain Lefebvre, and Elmar Eisemann. “Gi-gaVoxels: Ray-Guided Streaming for Efficient and Detailed Voxel Render-ing.” In ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games (I3D). New York: ACM Press, 2009. Available at http://artis.imag. fr/Publications/2009/CNLE09.
    • (2009) ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games (I3D)
    • Crassin, C.1    Neyret, F.2    Lefebvre, S.3    Eisemann, E.4
  • 36
    • 85133034307 scopus 로고    scopus 로고
    • Rendering 3D Vector Data Using the Theory of Stencil Shadow Volumes
    • Proceedings of Commission II, WG II/5, 2008. Available at
    • Chenguang Dai, Yongsheng Zhang, and Jingyu Yang. “Rendering 3D Vector Data Using the Theory of Stencil Shadow Volumes.” In ISPRS Congress Beijing 2008, Proceedings of Commission II, WG II/5, 2008. Available at http://www.isprs.org/proceedings/XXXVII/congress/2 pdf/5 WG-II-5/06.pdf.
    • ISPRS Congress Beijing 2008
    • Dai, C.1    Zhang, Y.2    Yang, J.3
  • 37
    • 77951292380 scopus 로고    scopus 로고
    • GPU Ray-Casting for Scalable Terrain Rendering
    • Available at
    • Christian Dick, Jens Krüger, and Rüdiger Westermann. “GPU Ray-Casting for Scalable Terrain Rendering.” In Proceedings of Eurographics 2009—Areas Papers, pp. 43-50, 2009. Available at http://wwwcg.in.tum.de/Research/Publications/TerrainRayCasting.
    • (2009) Proceedings of Eurographics 2009—Areas Papers , pp. 43-50
    • Dick, C.1    Krüger, J.2    Westermann, R.3
  • 38
    • 85133038906 scopus 로고    scopus 로고
    • Interactive Methods in Scientific Visualization: Terrain Rendering
    • Available at
    • Christian Dick. “Interactive Methods in Scientific Visualization: Terrain Rendering.” In IEEE/VGTC Visualization Symposium, 2009. Available at http://wwwcg.in.tum.de/Tutorials/PacificVis09/Terrain.pdf.
    • (2009) IEEE/VGTC Visualization Symposium
    • Dick, C.1
  • 40
    • 0001489753 scopus 로고
    • Algorithms for the Reduction of the Number of Points Required to Represent a Digitized Line or its Caricature
    • David Douglas and Thomas Peucker. “Algorithms for the Reduction of the Number of Points Required to Represent a Digitized Line or its Caricature.” The Canadian Cartographer 10:2 (1973), 112-122.
    • (1973) The Canadian Cartographer , vol.10 , Issue.2 , pp. 112-122
    • Douglas, D.1    Peucker, T.2
  • 44
    • 78649985281 scopus 로고    scopus 로고
    • Available at
    • David Eberly. “Triangulation by Ear Clipping.” Available at http://www. geometrictools.com/Documentation/TriangulationByEarClipping.pdf, 2008.
    • (2008) Triangulation by Ear Clipping
    • Eberly, D.1
  • 45
    • 85133039017 scopus 로고    scopus 로고
    • Available at
    • David Eberly. “Wild Magic 5 Overview.” Available at http://www. geometrictools.com/WildMagic5Overview.pdf, 2010.
    • (2010) Wild Magic 5 Overview
    • Eberly, D.1
  • 49
    • 0012324119 scopus 로고    scopus 로고
    • Available at
    • ESRI. “ESRI Shapefile Technical Description.” Available at http://www. esri.com/library/whitepapers/pdfs/shapefile.pdf, 1998.
    • (1998) ESRI Shapefile Technical Description
  • 53
    • 85133085289 scopus 로고    scopus 로고
    • Master’s thesis, Vienna University of Technology, Available at
    • Anton Frühstück. “GPU Based Clipmaps.” Master’s thesis, Vienna University of Technology, 2008. Available at http://www.cg.tuwien.ac.at/research/publications/2008/fruehstueck-2008-gpu/.
    • (2008) GPU Based Clipmaps
    • Frühstück, A.1
  • 55
    • 0030720201 scopus 로고    scopus 로고
    • Surface Simplification Using Quadric Error Metrics
    • edited by Turner Whit-ted, Reading, MA: Addison Wesley,, Available at
    • Michael Garland and Paul S. Heckbert. “Surface Simplification Using Quadric Error Metrics.” In Proceedings of SIGGRAPH 97, Computer Graphics Proceedings, Annual Conference Series, edited by Turner Whit-ted, pp. 209-216. Reading, MA: Addison Wesley, 1997. Available at http://mgarland.org/files/papers/quadrics.pdf.
    • (1997) Proceedings of SIGGRAPH 97, Computer Graphics Proceedings, Annual Conference Series , pp. 209-216
    • Garland, M.1    Heckbert, P.S.2
  • 56
    • 85055951690 scopus 로고    scopus 로고
    • White Paper WP-03014-001 v01. NVIDIA Corporation,, Available at
    • Samuel Gateau. “Solid Wireframe.” In White Paper WP-03014-001 v01. NVIDIA Corporation, 2007. Available at http://developer.download.nvidia. com/SDK/10.5/direct3d/Source/SolidWireframe/Doc/SolidWireframe. pdf.
    • (2007) Solid Wireframe
    • Gateau, S.1
  • 58
    • 84878942436 scopus 로고    scopus 로고
    • NVIDIA Demo Team Secrets: Cas-cades
    • Available at
    • Ryan Geiss and Michael Thompson. “NVIDIA Demo Team Secrets: Cas-cades.” In Game Developers Conference, 2007. Available at http://www. slideshare.net/icastano/cascades-demo-secrets.
    • (2007) Game Developers Conference
    • Geiss, R.1    Thompson, M.2
  • 59
    • 63049097858 scopus 로고    scopus 로고
    • Generating Complex Procedural Terrains Using the GPU
    • edited by Hubert Nguyen, Reading, MA: Addison Wesley, Available at
    • Ryan Geiss. “Generating Complex Procedural Terrains Using the GPU.” In GPU Gems 3, edited by Hubert Nguyen, pp. 7-37. Reading, MA: Addison Wesley, 2007. Available at http://http.developer.nvidia.com/GPUGems3/gpugems3 ch01.html.
    • (2007) GPU Gems , vol.3 , pp. 7-37
    • Geiss, R.1
  • 60
    • 33646071773 scopus 로고    scopus 로고
    • Available at ftp://download.nvidia.com/ developer/Papers/2004/Vertex Textures/Vertex Textures.pdf
    • Philipp Gerasimov, Randima Fernando, and Simon Green. “Shader Model 3.0: Using Vertex Textures.” Available at ftp://download.nvidia.com/ developer/Papers/2004/Vertex Textures/Vertex Textures.pdf, 2004.
    • (2004) Shader Model 3.0: Using Vertex Textures
    • Gerasimov, P.1    Fernando, R.2    Green, S.3
  • 61
    • 0038363861 scopus 로고    scopus 로고
    • Multiresolution Visualization and Compression of Global Topographic Data
    • Available at
    • Thomas Gerstner. “Multiresolution Visualization and Compression of Global Topographic Data.” GeoInformatica 7:1 (2003), 7-32. Available at http://wissrech.iam.uni-bonn.de/research/pub/gerstner/globe.pdf.
    • (2003) Geoinformatica , vol.7 , Issue.1 , pp. 7-32
    • Gerstner, T.1
  • 64
    • 84866619922 scopus 로고    scopus 로고
    • Available at
    • Google. “KML Reference.” Available at http://code.google.com/apis/kml/documentation/kmlreference.html, 2010.
    • (2010) KML Reference
  • 65
    • 18444379197 scopus 로고    scopus 로고
    • HEALPix: A Framework for High-Resolution Discretization and Fast Analysis of Data Distributed on the Sphere
    • Available at
    • K. M. Gorski, E. Hivon, A. J. Banday, B. D. Wandelt, F. K. Hansen, M. Reinecke, and M. Bartelmann. “HEALPix: A Framework for High-Resolution Discretization and Fast Analysis of Data Distributed on the Sphere.” The Astrophysical Journal 622:2 (2005), 759-771. Available at http://stacks.iop.org/0004-637X/622/759.
    • (2005) The Astrophysical Journal , vol.622 , Issue.2 , pp. 759-771
    • Gorski, K.M.1    Hivon, E.2    Banday, A.J.3    Wandelt, B.D.4    Hansen, F.K.5    Reinecke, M.6    Bartelmann, M.7
  • 66
    • 84866440117 scopus 로고    scopus 로고
    • Available at
    • Evan Hart. “OpenGL SDK Guide.” Available at http://developer.download. nvidia.com/SDK/10.5/opengl/OpenGL SDK Guide.pdf, 2008.
    • (2008) Opengl SDK Guide
    • Hart, E.1
  • 67
    • 0002410261 scopus 로고    scopus 로고
    • Let’s Get to the (Floating) Point
    • Available at
    • Chris Hecker. “Let’s Get to the (Floating) Point.” Game Developer Magazine February (1996), 19-24. Available at http://chrishecker.com/Miscellaneous Technical Articles#Floating Point.
    • (1996) Game Developer Magazine February , pp. 19-24
    • Hecker, C.1
  • 68
    • 0001946028 scopus 로고
    • Real Shadows, Real Time
    • Fremont, CA: Silicon Graphics Inc
    • Tim Heidmann. “Real Shadows, Real Time.” In IRIS Universe, 18, 18, pp. 23-31. Fremont, CA: Silicon Graphics Inc., 1991.
    • (1991) IRIS Universe , vol.18 , Issue.18 , pp. 23-31
    • Heidmann, T.1
  • 69
    • 4544252904 scopus 로고    scopus 로고
    • FIST: Fast Industrial-Strength Triangulation of Polygons
    • Technical report, Available at
    • Martin Held. “FIST: Fast Industrial-Strength Triangulation of Polygons.” Technical report, Algorithmica, 2000. Available at http://cgm.cs.mcgill.ca/∼godfried/publications/triangulation.held.ps.gz.
    • (2000) Algorithmica
    • Held, M.1
  • 74
    • 0032272402 scopus 로고    scopus 로고
    • Smooth View-Dependent Level-of-Detail Control and Its Application to Terrain Rendering
    • Los Alamitos, CA: IEEE Computer Society
    • Hugues Hoppe. “Smooth View-Dependent Level-of-Detail Control and Its Application to Terrain Rendering.” In Proceedings of the Conference on Visualization ’98, pp. 35-42. Los Alamitos, CA: IEEE Computer Society, 1998.
    • (1998) Proceedings of the Conference on Visualization ’98 , pp. 35-42
    • Hoppe, H.1
  • 76
    • 85059399476 scopus 로고    scopus 로고
    • Practical Texture Atlases
    • Available at
    • Ivan-Assen Ivanov. “Practical Texture Atlases.” In Gamasutra, 2006. Available at http://www.gamasutra.com/features/20060126/ivanov 01.shtml.
    • (2006) Gamasutra
    • Ivanov, I.-A.1
  • 80
    • 85133082932 scopus 로고    scopus 로고
    • Threading Game Engines: QUAKE 4 & Enemy Territory QUAKE Wars
    • Available at
    • Anu Kalra and J.M.P. van Waveren. “Threading Game Engines: QUAKE 4 & Enemy Territory QUAKE Wars.” In Game Developer Conference, 2008. Available at http://mrelusive.com/publications/presentations/2008 gdc/GDC%2008%20Threading%20QUAKE%204%20and%20ETQW%20Final. pdf.
    • (2008) Game Developer Conference
    • Kalra, A.1    van Waveren, J.M.P.2
  • 81
    • 85052972873 scopus 로고    scopus 로고
    • Available at
    • Brano Kemen. “Floating Point Depth Buffer.” Available at http://outerra. blogspot.com/2009/12/floating-point-depth-buffer.html, 2009.
    • (2009) Floating Point Depth Buffer
    • Kemen, B.1
  • 82
    • 85133053854 scopus 로고    scopus 로고
    • Available at
    • Brano Kemen. “Logarithmic Depth Buffer.” Available at http://outerra. blogspot.com/2009/08/logarithmic-z-buffer.html, 2009.
    • (2009) Logarithmic Depth Buffer
    • Kemen, B.1
  • 85
    • 85133055514 scopus 로고    scopus 로고
    • Available at
    • Mark Kilgard and Daniel Koch. “ARB provoking vertex.” Available at http://www.opengl.org/registry/specs/ARB/provoking vertex.txt, 2009.
    • (2009) ARB Provoking Vertex
    • Kilgard, M.1    Koch, D.2
  • 86
    • 85133040461 scopus 로고    scopus 로고
    • Available at
    • Mark Kilgard and Daniel Koch. “ARB vertex array bgra.” Available at http://www.opengl.org/registry/specs/ARB/vertex array bgra.txt, 2009.
    • (2009) ARB Vertex Array Bgra
    • Kilgard, M.1    Koch, D.2
  • 89
    • 85133094458 scopus 로고    scopus 로고
    • More Advanced Hardware Rendering Techniques
    • Available at
    • Mark Kilgard. “More Advanced Hardware Rendering Techniques.” In Game Developers Conference, 2001. Available at http://developer.download.nvidia. com/assets/gamedev/docs/GDC01 md2shader PDF.zip.
    • (2001) Game Developers Conference
    • Kilgard, M.1
  • 90
    • 85133055801 scopus 로고    scopus 로고
    • OpenGL 3: Revolution through Evolution
    • Available at
    • Mark Kilgard. “OpenGL 3: Revolution through Evolution.” In Proceedings of SIGGRAPH Asia, 2008. Available at http://www.khronos. org/developers/library/2008 siggraph asia/OpenGL%20Overview% 20SIGGRAPH%20Asia%20Dec08%20.pdf.
    • (2008) Proceedings of SIGGRAPH Asia
    • Kilgard, M.1
  • 91
    • 85056063219 scopus 로고    scopus 로고
    • Available at
    • Mark Kilgard. “EXT direct state access.” Available at http://www.opengl. org/registry/specs/EXT/direct state access.txt, 2010.
    • (2010) EXT Direct State Access
    • Kilgard, M.1
  • 92
    • 0003657593 scopus 로고    scopus 로고
    • Seminumerical Algorithms, Second edition
    • Reading, MA: Addison-Wesley
    • Donald E. Knuth. Seminumerical Algorithms, Second edition. The Art of Computer Programming, vol. 2, Reading, MA: Addison-Wesley, 1997.
    • (1997) The Art of Computer Programming , vol.2
    • Knuth, D.E.1
  • 93
    • 85133063689 scopus 로고    scopus 로고
    • Available at
    • Jaakko Konttinen. “ARB debug output.” Available at http://www.opengl. org/registry/specs/ARB/debug output.txt, 2010.
    • (2010) ARB Debug Output
    • Konttinen, J.1
  • 96
    • 85133046692 scopus 로고    scopus 로고
    • Available at
    • Jon Leech. “ARB sync.” Available at http://www.opengl.org/registry/specs/ARB/sync.txt, 2009.
    • (2009) ARB Sync
    • Leech, J.1
  • 97
    • 77749231777 scopus 로고    scopus 로고
    • Beyond Programmable Shading
    • Available at
    • Aaron Lefohn and Mike Houston. “Beyond Programmable Shading.” In ACM SIGGRAPH 2008 Courses, 2008. Available at http://s08.idav.ucdavis. edu/.
    • (2008) ACM SIGGRAPH 2008 Courses
    • Lefohn, A.1    Houston, M.2
  • 98
    • 77749231777 scopus 로고    scopus 로고
    • Beyond Programmable Shading
    • Available at
    • Aaron Lefohn and Mike Houston. “Beyond Programmable Shading.” In ACM SIGGRAPH 2009 Courses, 2009. Available at http://s09.idav.ucdavis. edu/.
    • (2009) ACM SIGGRAPH 2009 Courses
    • Lefohn, A.1    Houston, M.2
  • 99
    • 85133076008 scopus 로고    scopus 로고
    • Beyond Programmable Shading
    • Available at
    • Aaron Lefohn and Mike Houston. “Beyond Programmable Shading.” In ACM SIGGRAPH 2010 Courses, 2010. Available at http://bps10.idav. ucdavis.edu/.
    • (2010) ACM SIGGRAPH 2010 Courses
    • Lefohn, A.1    Houston, M.2
  • 100
    • 85133078945 scopus 로고    scopus 로고
    • Game Developer Conference, Available at
    • Ian Lewis. “Getting More From Multicore.” In Game Developer Conference, 2008. Available at http://www.microsoft.com/downloads/en/details.aspx?FamilyId= A36FE736-5FE7-4E08-84CF-ACCF801538EB&displaylang=en.
    • (2008) Getting More from Multicore
    • Lewis, I.1
  • 101
  • 104
    • 0023381475 scopus 로고
    • Marching Cubes: A High Resolution 3D Surface Construction Algorithm
    • William E. Lorensen and Harvey E. Cline. “Marching Cubes: A High Resolution 3D Surface Construction Algorithm.” SIGGRAPH Computer Graphics 21:4 (1987), 163-169.
    • (1987) SIGGRAPH Computer Graphics , vol.21 , Issue.4 , pp. 163-169
    • Lorensen, W.E.1    Cline, H.E.2
  • 105
    • 12844264641 scopus 로고    scopus 로고
    • Geometry Clipmaps: Terrain Rendering Using Nested Regular Grids
    • New York: ACM Press, Available at
    • Frank Losasso and Hugues Hoppe. “Geometry Clipmaps: Terrain Rendering Using Nested Regular Grids.” In Proceedings of SIGGRAPH 2004 Papers, pp. 769-776. New York: ACM Press, 2004. Available at http://research.microsoft.com/en-us/um/people/hoppe/proj/geomclipmap/.
    • (2004) Proceedings of SIGGRAPH 2004 Papers , pp. 769-776
    • Losasso, F.1    Hoppe, H.2
  • 108
    • 85133044905 scopus 로고    scopus 로고
    • Fast Progressive Image Coding without Wavelets
    • Washington, DC: IEEE Computer Society, Available at
    • Henrique S. Malvar. “Fast Progressive Image Coding without Wavelets.” In Proceedings of the Conference on Data Compression. Washington, DC: IEEE Computer Society, 2000. Available at http://research.microsoft.com/apps/pubs/?id=101991.
    • (2000) Proceedings of the Conference on Data Compression
    • Malvar, H.S.1
  • 109
    • 85133047296 scopus 로고    scopus 로고
    • Available at
    • CCP Mannapi. “Awesome Looking Planets.” Available at http://www. eveonline.com/devblog.asp?a=blog&bid=724, 2010.
    • (2010) Awesome Looking Planets
  • 110
    • 85133066709 scopus 로고    scopus 로고
    • Available at
    • Paul Martz. “OpenGL FAQ: The Depth Buffer.” Available at http://www. opengl.org/resources/faq/technical/depthbuffer.htm, 2000.
    • (2000) Opengl FAQ: The Depth Buffer
    • Martz, P.1
  • 114
    • 85133039541 scopus 로고    scopus 로고
    • Available at
    • “Direct3D 11 MultiThreading.” Available at http://msdn.microsoft.com/en-us/library/ff476884.aspx, 2010.
    • (2010) Direct3d 11 Multithreading
  • 117
    • 85133063557 scopus 로고    scopus 로고
    • Available at
    • NASA Solar System Exploration. “Mars: Moons: Phobos.” Available at http://solarsystem.nasa.gov/planets/profile.cfm?Object=Mar Phobos, 2003.
    • (2003) Mars: Moons: Phobos
  • 119
    • 85133056352 scopus 로고    scopus 로고
    • Master’s thesis, University of Canterbury, 2008. Available at
    • Kris Nicholson. “GPU Based Algorithms for Terrain Texturing.” Master’s thesis, University of Canterbury, 2008. Available at http://www.cosc. canterbury.ac.nz/research/reports/HonsReps/2008/hons 0801.pdf.
    • GPU Based Algorithms for Terrain Texturing
    • Nicholson, K.1
  • 120
    • 35348886992 scopus 로고    scopus 로고
    • Available at
    • NVIDIA. “Using Vertex Buffer Objects.” Available at http://www.nvidia. com/object/using VBOs.html, 2003.
    • (2003) Using Vertex Buffer Objects
  • 121
    • 79951712055 scopus 로고    scopus 로고
    • Available at
    • NVIDIA. “Improve Batching Using Texture Atlases.” Available at http://developer.download.nvidia.com/SDK/9.5/Samples/DEMOS/Direct3D9/src/BatchingViaTextureAtlases/AtlasCreationTool/Docs/Batching Via Texture Atlases.pdf, 2004.
    • (2004) Improve Batching Using Texture Atlases
  • 123
    • 35948991669 scopus 로고    scopus 로고
    • Available at
    • NVIDIA. “NVIDIA GPU Programming Guide.” Available at http://www. nvidia.com/object/gpu programming guide.html, 2008.
    • (2008) NVIDIA GPU Programming Guide
  • 124
    • 85133056836 scopus 로고    scopus 로고
    • Available at
    • NVIDIA. “Bindless Graphics Tutorial.” Available at http://www.nvidia. com/object/bindless graphics.html, 2009.
    • (2009) Bindless Graphics Tutorial
  • 125
    • 85133088284 scopus 로고    scopus 로고
    • Available at
    • Deron Ohlarik. “Horizon Culling.” Available at http://blogs.agi.com/insight3d/index.php/2008/04/18/horizon-culling/, 2008.
    • (2008) Horizon Culling
    • Ohlarik, D.1
  • 126
    • 85133053547 scopus 로고    scopus 로고
    • Available at
    • Deron Ohlarik. “Precisions, Precisions.” Available at http://blogs.agi.com/insight3d/index.php/2008/09/03/precisions-precisions/, 2008.
    • (2008) Precisions, Precisions
    • Ohlarik, D.1
  • 127
    • 85133039502 scopus 로고    scopus 로고
    • Available at
    • Deron Ohlarik. “Triangulation Rhymes with Strangulation.” Available at http://blogs.agi.com/insight3d/index.php/2008/03/20/triangulation-rhymes-with-strangulation/, 2008.
    • (2008) Triangulation Rhymes with Strangulation
    • Ohlarik, D.1
  • 128
    • 85133065910 scopus 로고    scopus 로고
    • Available at
    • Deron Ohlarik. “Horizon Culling 2.” Available at http://blogs.agi.com/insight3d/index.php/2009/03/25/horizon-culling-2/, 2009.
    • (2009) Horizon Culling 2
    • Ohlarik, D.1
  • 129
    • 85133085068 scopus 로고    scopus 로고
    • Next Generation Parallelism in Games
    • New York: ACM Press, Available at
    • Jon Olick. “Next Generation Parallelism in Games.” In Proceedings of ACM SIGGRAPH 2008 Courses. New York: ACM Press, 2008. Available at http://s08.idav.ucdavis.edu/olick-current-and-next-generation-parallelism-in-games.pdf.
    • (2008) Proceedings of ACM SIGGRAPH 2008 Courses
    • Olick, J.1
  • 133
    • 85133047427 scopus 로고    scopus 로고
    • GPU Pro, edited by Wolfgang Engel. Natick, MA: A K Peters, Ltd., 2010. Available at
    • David Pangerl. “Practical Thread Rendering for DirectX 9.” In GPU Pro, edited by Wolfgang Engel. Natick, MA: A K Peters, Ltd., 2010. Available at http://www.akpeters.com/gpupro/.
    • Practical Thread Rendering for Directx 9
    • Pangerl, D.1
  • 135
    • 67650537702 scopus 로고    scopus 로고
    • Available at
    • Emil Persson. “ATI Radeon HD 2000 Programming Guide.” Available at http://developer.amd.com/media/gpu assets/ATI Radeon HD 2000 programming guide.pdf, 2007.
    • (2007) ATI Radeon HD 2000 Programming Guide
    • Persson, E.1
  • 136
    • 84876101953 scopus 로고    scopus 로고
    • Available at
    • Emil Persson. “Depth In-Depth.” Available at http://developer.amd.com/media/gpu assets/Depth in-depth.pdf, 2007.
    • (2007) Depth In-Depth
    • Persson, E.1
  • 137
    • 85133056920 scopus 로고    scopus 로고
    • Available at
    • Emil Persson. “A Couple of Notes about z.” Available at http://www. humus.name/index.php?page=News&ID=255, 2009.
    • (2009) A Couple of Notes about Z
    • Persson, E.1
  • 138
  • 139
    • 85133052321 scopus 로고    scopus 로고
    • Available at
    • Emil Persson. “Triangulation.” Available at http://www.humus.name/index.php?page=News&ID=228, 2009.
    • (2009) Triangulation
    • Persson, E.1
  • 141
    • 85133051672 scopus 로고    scopus 로고
    • Available at
    • Matt Pettineo. “Attack of the Depth Buffer.” Available at http://mynameismjp.wordpress.com/2010/03/22/attack-of-the-depth-buffer/, 2010.
    • (2010) Attack of the Depth Buffer
    • Pettineo, M.1
  • 142
    • 85133034788 scopus 로고    scopus 로고
    • In Game Programming Gems, edited by Michael Dickheiser, Hingham, MA: Charles River Media
    • Frank Puig Placeres. “Fast Per-Pixel Lighting with Many Lights.” In Game Programming Gems 6, edited by Michael Dickheiser, pp. 489-499. Hingham, MA: Charles River Media, 2006.
    • (2006) Fast Per-Pixel Lighting with Many Lights , vol.6 , pp. 489-499
    • Placeres, F.P.1
  • 144
    • 85055919519 scopus 로고    scopus 로고
    • Available at ftp://download.nvidia.com/ developer/presentations/2004/GPU Jackpot/Shader Model 3.pdf
    • Ashu Rege. “Shader Model 3.0.” Available at ftp://download.nvidia.com/ developer/presentations/2004/GPU Jackpot/Shader Model 3.pdf, 2004.
    • (2004) Shader Model 3.0
    • Rege, A.1
  • 145
    • 80052979280 scopus 로고    scopus 로고
    • Destructible Volumetric Terrain
    • edited by Wolfgang Engel,, Natick, MA: A K Peters, Ltd., 2010. Available at
    • Marek Rosa. “Destructible Volumetric Terrain.” In GPU Pro, edited by Wolfgang Engel, pp. 597-608. Natick, MA: A K Peters, Ltd., 2010. Available at http://www.akpeters.com/gpupro/.
    • GPU Pro , pp. 597-608
    • Rosa, M.1
  • 146
    • 0002318385 scopus 로고
    • Multi-Resolution 3D Approximations for Rendering Complex Scenes
    • edited by B. Falcidieno and T. Kunii, Berlin: Springer-Verlag, Available at
    • Jarek Rossignac and Paul Borrel. “Multi-Resolution 3D Approximations for Rendering Complex Scenes.” In Modeling in Computer Graphics: Methods and Applications, edited by B. Falcidieno and T. Kunii, pp. 455-465. Berlin: Springer-Verlag, 1993. Available at http://www.cs.uu.nl/docs/vakken/ddm/slides/papers/rossignac.pdf.
    • (1993) Modeling in Computer Graphics: Methods and Applications , pp. 455-465
    • Rossignac, J.1    Borrel, P.2
  • 148
  • 149
    • 84861358076 scopus 로고    scopus 로고
    • Efficient and Accurate Rendering of Vector Data on Virtual Landscapes
    • Available at
    • Martin Schneider and Reinhard Klein. “Efficient and Accurate Rendering of Vector Data on Virtual Landscapes.” Journal of WSCG 15:1-3 (2007), 59- 64. Available at http://cg.cs.uni-bonn.de/de/publikationen/paper-details/schneider-2007-efficient/.
    • (2007) Journal of WSCG , vol.15 , Issue.1-3 , pp. 59-64
    • Schneider, M.1    Klein, R.2
  • 151
    • 77957889778 scopus 로고    scopus 로고
    • Available at
    • Jim Scott. “Packing Lightmaps.” Available at http://www.blackpawn.com/texts/lightmaps/, 2001.
    • (2001) Packing Lightmaps
    • Scott, J.1
  • 153
    • 35348823086 scopus 로고    scopus 로고
    • GPU Gems, edited by Randima Fernando. Reading, MA: Addison-Wesley, 2004. Available at
    • Dean Sekulic. “Efficient Occlusion Culling.” In GPU Gems, edited by Randima Fernando. Reading, MA: Addison-Wesley, 2004. Available at http://http.developer.nvidia.com/GPUGems/gpugems ch29.html.
    • Efficient Occlusion Culling
    • Sekulic, D.1
  • 154
    • 78650973985 scopus 로고    scopus 로고
    • Fast Heightfield Normal Calculation
    • edited by Dante Treglia. Hingham, MA: Charles River Media
    • Jason Shankel. “Fast Heightfield Normal Calculation.” In Game Programming Gems 3, edited by Dante Treglia. Hingham, MA: Charles River Media, 2002.
    • (2002) Game Programming Gems , vol.3
    • Shankel, J.1
  • 155
    • 85133069205 scopus 로고    scopus 로고
    • OpenGL Programming Guide: The Official Guide to Learning OpenGL
    • Versions 3.0 and 3.1., Seventh edition. Reading, MA: Addison-Wesley
    • Dave Shreiner and The Khronos OpenGL ARB Working Group. OpenGL Programming Guide: The Official Guide to Learning OpenGL, Versions 3.0 and 3.1., Seventh edition. Reading, MA: Addison-Wesley, 2009.
    • (2009) Dave Shreiner and the Khronos Opengl ARB Working Group
  • 156
    • 0001917853 scopus 로고
    • An Isotropic 3 × 3 Image Gradient Operator
    • Orlando, FL: Academic Press
    • Irvin Sobel. “An Isotropic 3 × 3 Image Gradient Operator.” In Machine Vision for Three-Dimensional Scenes, pp. 376-379. Orlando, FL: Academic Press, 1990.
    • (1990) Machine Vision for Three-Dimensional Scenes , pp. 376-379
    • Sobel, I.1
  • 157
    • 85055599064 scopus 로고    scopus 로고
    • GPU Pro, edited by Wolfgang Engel,, Natick, MA: A K Peters, Ltd., 2010. Available at
    • Wojciech Sterna. “Porting Code between Direct3D 9 and OpenGL 2.0.” In GPU Pro, edited by Wolfgang Engel, pp. 529-540. Natick, MA: A K Peters, Ltd., 2010. Available at http://www.akpeters.com/gpupro/.
    • Porting Code between Direct3d 9 and Opengl 2.0 , pp. 529-540
    • Sterna, W.1
  • 158
    • 85133046919 scopus 로고    scopus 로고
    • A Report on the Proposed IEEE Floating Point Standard (IEEE Task p754)
    • David Stevenson. “A Report on the Proposed IEEE Floating Point Standard (IEEE Task p754).” ACM SIGARCH Computer Architecture News 8:5.
    • ACM SIGARCH Computer Architecture News , vol.8 , pp. 5
    • Stevenson, D.1
  • 159
    • 85133053995 scopus 로고    scopus 로고
    • Available at
    • Benjamin Supnik. “The Hacks of Life.” Available at http://hacksoflife. blogspot.com/.
    • The Hacks of Life
    • Supnik, B.1
  • 160
    • 85133038877 scopus 로고    scopus 로고
    • Available at
    • Benjamin Supnik. “OpenGL and Threads: What’s Wrong.” Available at http://hacksoflife.blogspot.com/2008/01/opengl-and-threads-whats-wrong. html, 2008.
    • (2008) Opengl and Threads: What’s Wrong
    • Supnik, B.1
  • 162
    • 85133048992 scopus 로고    scopus 로고
    • Lock-Free Code: A False Sense of Security
    • Available at
    • Herb Sutter. “Lock-Free Code: A False Sense of Security.” Dr. Dobb’s Journal 33:9. Available at http://www.drdobbs.com/cpp/210600279.
    • Dr. Dobb’s Journal , vol.33 , pp. 9
    • Sutter, H.1
  • 163
    • 38149054726 scopus 로고    scopus 로고
    • Global Terrain Technology for Flight Simulation
    • Available at
    • Adam Szofran. “Global Terrain Technology for Flight Simulation.” In Game Developers Conference, 2006. Available at http://www.microsoft.com/Products/Games/FSInsider/developers/Pages/GlobalTerrain.aspx.
    • (2006) Game Developers Conference
    • Szofran, A.1
  • 165
    • 85133084642 scopus 로고    scopus 로고
    • Available at
    • Terathon Software. “C4 Engine Wiki: Editing Terrain.” Available at http://www.terathon.com/wiki/index.php/Editing Terrain, 2010.
    • (2010) C4 Engine Wiki: Editing Terrain
  • 166
    • 77950417015 scopus 로고    scopus 로고
    • Maximum Mipmaps for Fast, Accurate, and Scalable Dynamic Height Field Rendering
    • Available at
    • Art Tevs, Ivo Ihrke, and Hans-Peter Seidel. “Maximum Mipmaps for Fast, Accurate, and Scalable Dynamic Height Field Rendering.” In Symposium on Interactive 3D Graphics and Games (i3D’08), pp. 183-190, 2008. Available at http://www.tevs.eu/project i3d08.html.
    • (2008) Symposium on Interactive 3D Graphics and Games (i3D’08) , pp. 183-190
    • Tevs, A.1    Ihrke, I.2    Seidel, H.-P.3
  • 168
    • 85133048462 scopus 로고    scopus 로고
    • Clever Shader Tricks
    • Available at
    • Nick Thibieroz. “Clever Shader Tricks.” Game Developers Conference. Available at http://developer.amd.com/media/gpu assets/04% 20Clever%20Shader%20Tricks.pdf.
    • Game Developers Conference
    • Thibieroz, N.1
  • 170
    • 17044386766 scopus 로고    scopus 로고
    • Rendering Massive Terrains Using Chunked Level of Detail Control
    • New York: ACM Press, Available at
    • Thatcher Ulrich. “Rendering Massive Terrains Using Chunked Level of Detail Control.” In SIGGRAPH 2002 Super-Size It! Scaling Up to Massive Virtual Worlds Course Notes. New York: ACM Press, 2002. Available at http://tulrich.com/geekstuff/sig-notes.pdf.
    • (2002) SIGGRAPH 2002 Super-Size It! Scaling up to Massive Virtual Worlds Course Notes
    • Ulrich, T.1
  • 174
    • 84878997633 scopus 로고    scopus 로고
    • “id Tech 5 Challenges: From Texture Virtualization to Massive Parallelization
    • Available at
    • J.M.P. van Waveren. “id Tech 5 Challenges: From Texture Virtualization to Massive Parallelization.” In SIGGRAPH, 2009. Available at http://s09. idav.ucdavis.edu/talks/05-JP id Tech 5 Challenges.pdf.
    • (2009) SIGGRAPH
    • van Waveren, J.M.P.1
  • 175
    • 0036448530 scopus 로고    scopus 로고
    • Out-of-Core Rendering of Massive Geometric Environments
    • Los Alamitos, CA: IEEE Computer Society
    • Gokul Varadhan and Dinesh Manocha. “Out-of-Core Rendering of Massive Geometric Environments.” In Proceedings of the Conference on Visualization ’02, pp. 69-76. Los Alamitos, CA: IEEE Computer Society, 2002.
    • (2002) Proceedings of the Conference on Visualization ’02 , pp. 69-76
    • Varadhan, G.1    Manocha, D.2
  • 177
    • 77949712183 scopus 로고    scopus 로고
    • GPU Terrain Rendering
    • edited by Michael Dickheiser, Hingham, MA: Charles River Media
    • Harald Vistnes. “GPU Terrain Rendering.” In Game Programming Gems 6, edited by Michael Dickheiser, pp. 461-471. Hingham, MA: Charles River Media, 2006.
    • (2006) Game Programming Gems , vol.6 , pp. 461-471
    • Vistnes, H.1
  • 180
    • 33751239172 scopus 로고    scopus 로고
    • Available at
    • David R. Williams. “Moon Fact Sheet.” Available at http://nssdc.gsfc. nasa.gov/planetary/factsheet/moonfact.html, 2006.
    • (2006) Moon Fact Sheet
    • Williams, D.R.1
  • 181
    • 30744439083 scopus 로고    scopus 로고
    • Hardware Occlusion Queries Made Useful
    • edited by Matt Pharr and Randima Fernando. Reading, MA: Addison-Wesley, Available at
    • Michael Wimmer and Jiří Bittner. “Hardware Occlusion Queries Made Useful.” In GPU Gems 2: Programming Techniques for High-Performance Graphics and General-Purpose Computation, edited by Matt Pharr and Randima Fernando. Reading, MA: Addison-Wesley, 2005. Available at http://www.cg.tuwien.ac.at/research/publications/2005/Wimmer-2005-HOQ/.
    • (2005) GPU Gems 2: Programming Techniques for High-Performance Graphics and General-Purpose Computation
    • Wimmer, M.1    Bittner, J.2
  • 183
    • 85133077415 scopus 로고    scopus 로고
    • Game Developers Conference. Available at
    • Matthias Wloka. “Batch, Batch, Batch: What Does It Really Mean?” Game Developers Conference. Available at http://developer.nvidia.com/docs/IO/8230/BatchBatchBatch.pdf.
    • Batch, Batch, Batch: What Does It Really Mean
    • Wloka, M.1


* 이 정보는 Elsevier사의 SCOPUS DB에서 KISTI가 분석하여 추출한 것입니다.