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dc.contributor.authorTaibo, Javieren_US
dc.contributor.authorJaspe, Albertoen_US
dc.contributor.authorSeoane, Antonioen_US
dc.contributor.authorAgus, Marcoen_US
dc.contributor.authorHernández, Luisen_US
dc.contributor.editorAndrea Giachettien_US
dc.date.accessioned2014-12-16T07:17:31Z
dc.date.available2014-12-16T07:17:31Z
dc.date.issued2014en_US
dc.identifier.isbn978-3-905674-72-9en_US
dc.identifier.urihttp://dx.doi.org/10.2312/stag.20141234en_US
dc.description.abstractDraping 2D vectorial information over a 3D terrain elevation model is usually performed by real-time rendering to texture. In the case of linear feature representation, there are several specific problems using the texturing approach, specially when using multi-resolution textures. These problems are related to visual quality, aliasing artifacts and rendering performance. In this paper, we address the problems of 2D line rasterization on a multi-resolution texturing engine from a pragmatical point of view; some alternative solutions are presented, compared and evaluated. For each solution we have analyzed the visual quality, the impact on the rendering performance and the memory consumption. The study performed in this work is based on an OpenGL implementation of a clipmap-based multi-resolution texturing system, and is oriented towards the use of inexpensive consumer graphics hardware.en_US
dc.publisherThe Eurographics Associationen_US
dc.titlePractical Line Rasterization for Multi-resolution Texturesen_US
dc.description.seriesinformationSmart Tools and Apps for Graphics - Eurographics Italian Chapter Conferenceen_US


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