DocumentCode :
2821319
Title :
Notice of Violation of IEEE Publication Principles
3D Vector-Raster Data Integration Model Based on View Dependent Quadtree and GPU Friendly Rendering Algorithm
Author :
Cao, Xuefeng ; Wan, Gang ; Li, Feng
Author_Institution :
Inst. of Surveying & Mapping, Inf. Eng. Univ., Zhengzhou, China
Volume :
2
fYear :
2009
fDate :
24-26 April 2009
Firstpage :
244
Lastpage :
247
Abstract :
Notice of Violation of IEEE Publication Principles

"3D Vector-Raster Data Integration Model Based on View Dependent Quadtree and GPU Friendly Rendering Algorithm,"
by Xuefeng Cao, Gang Wan, and Feng Li
in the Proceedings of the International Joint Conference on Computational Sciences and Optimization, 2009. CSO 2009 Vol.2, pp.244-247, 24-26 April 2009

After careful and considered review of the content and authorship of this paper by a duly constituted expert committee, this paper has been found to be in violation of IEEE\´s Publication Principles.

This paper contains significant portions of original text from the paper cited below. The original text was copied without attribution (including appropriate references to the original author(s) and/or paper title) and without permission.

Due to the nature of this violation, reasonable effort should be made to remove all past references to this paper, and future references should be made to the following article:

"Real-time Rendering and Editing of Vector-based Terrains"
by Eric Bruneton and Fabrice Neyret
in Eurographics 2008, Vol 27, No 2, Blackwell

In this paper, a 3D spatial data model based on vector and raster integration is presented, which encompasses both very large terrains and very detailed features, and a GPU friendly scheme to generate not only texture, but also the shape of the terrain. We rely on a view dependent quadtree refinement scheme. New quads are generated when needed and cached on the GPU. For each quad we produce on the GPU an appearance texture, based on the features vector description and their associated shaders. Adaptive refinement, procedural vector features and a mipmap pyramid provide three LOD mechanisms for small, medium and large scale quads. Our results show high performance with high visual quality.
Keywords :
graphical user interfaces; human computer interaction; quadtrees; rendering (computer graphics); solid modelling; 3D spatial data model; 3D vector-raster data integration model; GPU friendly rendering algorithm; graphics processing unit; mipmap pyramid; procedural vector feature; view dependent quadtree refinement scheme; 3D visualization; GPU; real time rendering; spatial data model;
fLanguage :
English
Publisher :
ieee
Conference_Titel :
Computational Sciences and Optimization, 2009. CSO 2009. International Joint Conference on
Conference_Location :
Sanya, Hainan
Print_ISBN :
978-0-7695-3605-7
Type :
conf
DOI :
10.1109/CSO.2009.444
Filename :
5193942
Link To Document :
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