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Real-time rendering of large terrains has several important applications. Hence, many methods have been devised to solve this problem. The main challenge for such methods is to deal with a large terrain dataset and maintain interactive frame rates. I
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=od______8936::cad47e209a8b596ff1e43152ad7b154c
http://hdl.handle.net/11025/11922
http://hdl.handle.net/11025/11922