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...
We present a novel algorithm for unsupervised segmentation of natural images that harnesses the principle of minimum description length (MDL). Our method is based on observations ...
Shankar Rao, Hossein Mobahi, Allen Y. Yang, Shanka...
We present a flexible GPU kernel for adaptive on-the-fly refinement of meshes with arbitrary topology. By simply reserving a small amount of GPU memory to store a set of adaptive ...
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...
Terrain visualization is a difficult problem for applications requiring accurate images of large datasets at high frame rates, such as flight simulation and ground-based aircraf...
Mark A. Duchaineau, Murray Wolinsky, David E. Sige...