RINGO: block based algorithm for large terrain rendering

Dejan Rančić, Aleksandar Dimitrijević, Bratislav Predić · International Conference on Signal Processing · 2006

Nowadays, the 3D terrain rendering algorithms have very important role in the wide variety of applications, starting from the video games up to the time-critical simulations, and real-time systems for command and control. RINGO algorithm presented in this paper enables the out-of-core terrain rendering with minimal CPU utilization. Based on OpenGL, it is easily portable to various platforms and operating systems.

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