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Gregory A. Turner

dblp:63/6656 · DBLP profile ↗
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3ranked-venue papers
1as first author
0since 2021 · last 1996
0000-0003-3817-173XORCID · corroborated

Domains — the database's venue-derived domains; a paper can count in several

Human-computer interaction and ubiquitous computing · 2Graphics, computer vision, multimedia, augmented reality and games · 1Applied, interdisciplinary, general and emerging computing · 1 · 1 first-author

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Computer graphics and multimedia
1 paper
Rendering · 100%

Topics — the 3 heaviest of 3, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Rendering › level of detail
continuous level of detail
0.011996
Real-Time, Continuous Level of Detail Rendering of Height Fields · SIGGRAPH 1996
Rendering
level-of-detail rendering
0.011996
Real-Time, Continuous Level of Detail Rendering of Height Fields · SIGGRAPH 1996
Rendering › surface rendering
terrain rendering
0.011996
Real-Time, Continuous Level of Detail Rendering of Height Fields · SIGGRAPH 1996

Methods — techniques the papers use, named apart from their topics

screen-space error threshold · 0.0repolygonalization · 0.0
YearPublicationVenuePosition
1996 Real-Time, Continuous Level of Detail Rendering of Height Fields
abstract
We present an algorithm for real-time level of detail reduction and display of high-complexity polygonal surface data. The algorithm uses a compact and efficient regular grid representation, and employs a variable screen-space threshold to bound the maximum error of the projected image. A coarse level of simplification is performed to select discrete levels of detail for blocks of the surface mesh, followed by further simplification through repolygonalization in which individual mesh vertices are considered for removal. These steps compute and generate the appropriate level of detail dynamically in real-time, minimizing the number of rendered polygons and allowing for smooth changes in resolution across areas of the surface. The algorithm has been implemented for approximating and rendering digital terrain models and other height fields, and consistently performs at interactive frame rates with high image quality. 1 INTRODUCTION Modern graphics workstations allow the display of thousa...
Peter Lindstrom 0001, David Koller, William Ribarsky, Larry F. Hodges, Nickolas Faust, Gregory A. Turner
SIGGRAPH6
1995 Virtual GIS: A Real-Time 3D Geographic Information System
abstract
Advances in computer graphics hardware and algorithms, visualization, and interactive techniques for analysis offer the components for a highly integrated, efficient real-time 3D Geographic Information System. We have developed "Virtual GIS", a system with truly immersive capability for navigating and understanding complex and dynamic terrain-based databases. The system provides the means for visualizing terrain models consisting of elevation and imagery data, along with GIS raster layers, protruding features, buildings, vehicles, and other objects. We have implemented window-based and virtual reality versions and in both cases provide a direct manipulation, visual interface for accessing the GIS data. Unique terrain data structures and algorithms allow rendering of large, high resolution datasets at interactive rates.
David Koller, Peter Lindstrom 0001, William Ribarsky, Larry F. Hodges, Nickolas Faust, Gregory A. Turner
IEEE Visualization6
1994 ADAMLAB - Educational Agency Designs Voice Output Communication Aid
Gregory A. Turner
ICCHP1