We present an adaptive out-of-core technique for rendering massive scalar volumes employing single pass GPU raycasting. The method is based on the decomposition of a volumetric dat...
Unstructured tetrahedral grids are a common data representation of three-dimensional scalar fields. For convex unstructured meshes efficient rendering methods are known. For conca...
This paper describes some fundamental issues for robust implementations of progressively refined tetrahedralizations generated through sequences of edge collapses. We address the ...
We address the texture level-of-detail problem for extremely large surfaces such as terrain during realtime, view-dependent rendering. A novel texture hierarchy is introduced base...
For quantitative examination of phenomena that simultaneously occur on very different spatial and temporal scales, adaptive hierarchical schemes are required. A special numerical ...