Algorithms for rendering realistic terrain image sequences and their parellel implementation

  title={Algorithms for rendering realistic terrain image sequences and their parellel implementation},
  author={Gennady Agranov and Craig Gotsman},
  journal={The Visual Computer},
We present algorithms for rendering realistic images of large terrains and their implementation on a parallel computer for rapid production of terrain-animation sequences. “Large” means datasets too large for RAM. A hybrid ray-casting and projection technique incorporates quadtree subdivision techniques and filtering using precomputed bit masks. Hilbert space-filling curves determine the imagepixel rendering order. A parallel version of the algorithm is based on a Meiko parallel computer… CONTINUE READING
10 Extracted Citations
17 Extracted References
Similar Papers

Referenced Papers

Publications referenced by this paper.
Showing 1-10 of 17 references

TerraVision: A terrain visualization system

  • Y. G. Leclerc, S. Q. Lau
  • Technical Report 540, SRI International,
  • 1994
Highly Influential
4 Excerpts

RealityEngine graphics

  • K. Ackeley
  • Computer Graphics, pages 109–116
  • 1993
3 Excerpts

Peano scanning of arbitrary size images

  • A. Perez, S. Kamata, E. Kawaguchi
  • Proceedings of the International Conference on…
  • 1992
1 Excerpt

Animation of landscapes using satellite imagery

  • B. Geymayer, M. Prantl, H. Muller-Seelich, B. Tabatabai
  • Proceedings of Eurographics ’91, pages 437–446…
  • 1991
2 Excerpts

Terrain perspectives on a massively parallel SIMD computer

  • G. Vezina, P. K. Robertson
  • Proceedings of CG International ’91, pages 163…
  • 1991
1 Excerpt

Similar Papers

Loading similar papers…