作者: Anders Brodersen
关键词: Texture compression 、 Real-time rendering 、 Software rendering 、 3D rendering 、 Scientific visualization 、 Alternate frame rendering 、 Computer science 、 Texture mapping 、 Rendering (computer graphics) 、 Texture memory 、 Parallel rendering 、 Level of detail 、 Computer graphics (images) 、 Terrain 、 Texture atlas 、 Artificial intelligence 、 Graphics hardware 、 Terrain rendering 、 Computer vision 、 Tiled rendering
摘要: In this paper, we present a framework for real-time rendering of large scale terrains with texture maps larger than what the graphics hardware can display in single texture. The presented system is compact and efficient, yet very simple easy to implement.