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Renderování rozsáhlého terénu / Rendering of Large Scale TerrainMarušič, Martin January 2010 (has links)
This thesis deals with rendering of large scale terrain. The first part describes theory of terrain rendering and particular level of detail techniques. Three modern intriguing algorithms are briefly depicted after this theoretical part. Main work insists on description of Geometry Clipmaps algorithm along with its optimized version GPU-Based Geometry Clipmaps. Implementation of this optimized algorithm is depicted in detail. Main advantage of this approach is incremental update of vertex data, which allows to offload overhead from CPU to GPU. In the last chapter performance of my implementation is analysed using simple benchmark.
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Optimalizace renderování rozsáhlého terénu / Optimization of Large Scale Terrain RenderingLuner, Radek January 2010 (has links)
This work is focusing on optimization of large scale terrain rendering. It explains basic methods and data structures for optimization. It describes fundamentals of methods such as ROAM, Geometrical clipmaps, GPU Based Geometrical Clipmaps, GeoMipMapping and Chunked LOD. It explains implementation details of system for terrain optimization based on GeoMipMapping method.
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Adaptive rendering of celestial bodies in WebGLZeitler, Jonas January 2015 (has links)
This report covers theory and comparison of techniques for rendering massive scale 3D geospa- tial planet data in a web browser. It also presents implementation details of a few of these tech- niques in WebGL and Javascript, using the Three.js [1] 3D library. The thesis project is part of the implementation of Unitea, a web based education platform for interactive astronomy visualizations. Unitea is a derivative of Uniview, which is a fulldome interactive simulation of the universe. A major part of this thesis is dedicated to the implementa- tion of Hierarchical Level of Detail (HLOD) modules for Three.js based on the theory presented by T. Ulrich [2] and later generalized by Cozzi and Ring [3]. HLOD techniques are dynamic level of detail algorithms that represent the surface of objects as accurately as possible from a certain viewing angle. By using space partitioning tree-structures, view based error metrics and culling techniques detailed representations of the objects (in this case planets) can be efficiently rendered in real-time. The modules developed provide a general-purpose library for rendering planets (or other spher- ical objects) with dynamic level of detail in Three.js. The library also features connections to online web map services (WMS) and tile services.
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