Back to Results
First PageMeta Content
Geomipmapping / Level of detail / Mipmap / Texture mapping / Rendering / Rasterisation / Heightmap / Hidden surface determination / Terrain rendering / 3D computer graphics / Computer graphics / Imaging


Fast Terrain Rendering Using Geometrical MipMapping Willem H. de Boer, E-mersion Project, October 2000, http://www.connectii.net/emersion 1 INTRODUCTION There is a variety of algorithms out there that
Add to Reading List

Document Date: 2002-12-13 18:31:02


Open Document

File Size: 223,41 KB

Share Result on Facebook

Company

A K Peters Ltd. / Numerical Design Ltd. / Vertex / /

Country

Netherlands / /

/

IndustryTerm

less exact algorithm / 2d solution / terrain rendering algorithms / speed using 3d rendering hardware / level decision algorithm / real-time fast-action games / 3d hardware / 3d rendering hardware / basic algorithm / /

Person

Mark Duchaineau / Gregory A. Turner / Eric Haines / Peter Lindstrom / Kent Kuné / Tomas Möller / William Ribarsky / David E. Sigeti / Edward Kmett / Nick Faust / Murray Wolinksy / Larry F. Hodges / David Koller / Mark B. Mineev-Weinstein / Mark C. Miller / Dave Eberly / Charles Aldrich / /

Position

Author / Director of Engineering / Software Engineer at the R&D department / /

Product

GeoMipMap / /

ProgrammingLanguage

BASIC / L / /

Technology

terrain rendering algorithms / RAM / ROAM algorithm / GeoMipMap level decision algorithm / basic algorithm / /

URL

http /

SocialTag