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Description
  • Nowadays, the flight guidance equipment supplies practically all the information, required for aircraft navigation. Pseudo-realistic terrain visualization is undoubtedly an important part of this information. Although modern graphics processors are able to render realistic terrain at interactive frame rates, in some applications, it is beneficial to use low-power graphics hardware, perhaps from weight or power supply capacity restrictions. These low-power graphics processors typically manifest much lower computational power than conventional hardware, severely limiting the capability of terrain visualization. A novel method for caching terrain tiles is presented in this paper, enabling faster and more detailed terrain rendering, using lighter devices that consume less power. The main focus was on memory and time efficiency on common low-power graphics hardware. The terrain rendering algorithm being employed in our implementation is derived from the seamless patches algorithm. Different asp
  • Nowadays, the flight guidance equipment supplies practically all the information, required for aircraft navigation. Pseudo-realistic terrain visualization is undoubtedly an important part of this information. Although modern graphics processors are able to render realistic terrain at interactive frame rates, in some applications, it is beneficial to use low-power graphics hardware, perhaps from weight or power supply capacity restrictions. These low-power graphics processors typically manifest much lower computational power than conventional hardware, severely limiting the capability of terrain visualization. A novel method for caching terrain tiles is presented in this paper, enabling faster and more detailed terrain rendering, using lighter devices that consume less power. The main focus was on memory and time efficiency on common low-power graphics hardware. The terrain rendering algorithm being employed in our implementation is derived from the seamless patches algorithm. Different asp (en)
Title
  • Terrain Rendering Algorithm Performance Analysis
  • Terrain Rendering Algorithm Performance Analysis (en)
skos:prefLabel
  • Terrain Rendering Algorithm Performance Analysis
  • Terrain Rendering Algorithm Performance Analysis (en)
skos:notation
  • RIV/00216305:26230/12:PU101857!RIV13-TA0-26230___
http://linked.open...avai/riv/aktivita
http://linked.open...avai/riv/aktivity
  • P(TA01010678)
http://linked.open...vai/riv/dodaniDat
http://linked.open...aciTvurceVysledku
http://linked.open.../riv/druhVysledku
http://linked.open...iv/duvernostUdaju
http://linked.open...titaPredkladatele
http://linked.open...dnocenehoVysledku
  • 173961
http://linked.open...ai/riv/idVysledku
  • RIV/00216305:26230/12:PU101857
http://linked.open...riv/jazykVysledku
http://linked.open.../riv/klicovaSlova
  • terrain rendering, tile caching, allocation algorithm, complexity (en)
http://linked.open.../riv/klicoveSlovo
http://linked.open...ontrolniKodProRIV
  • [7BDB2CB3E430]
http://linked.open...v/mistoKonaniAkce
  • Williamsburg, VA
http://linked.open...i/riv/mistoVydani
  • Williamsburg, VA, USA
http://linked.open...i/riv/nazevZdroje
  • Proceedings of the 31st Digital Avionics Systems Conference
http://linked.open...in/vavai/riv/obor
http://linked.open...ichTvurcuVysledku
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http://linked.open...vavai/riv/projekt
http://linked.open...UplatneniVysledku
http://linked.open...iv/tvurceVysledku
  • Chudý, Peter
  • Dittrich, Petr
  • Smrž, Pavel
  • Polok, Lukáš
  • Bartoň, Radek
  • Kršek, Přemysl
http://linked.open...vavai/riv/typAkce
http://linked.open.../riv/zahajeniAkce
number of pages
http://purl.org/ne...btex#hasPublisher
  • IEEE Computer Society
https://schema.org/isbn
  • 978-1-4673-1699-6
http://localhost/t...ganizacniJednotka
  • 26230
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