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A. J. Stewart. Fast horizon computation at all points of a terrain with visibility and shading applications. IEEE Trans. Visualizat. Comput. Graph., 4(1):82--93, Jan. 1998.

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Visibility Preserving Terrain Simplification - An.. - Ben-Moshe, Mitchell.. (2002)   (Correct)

....methods to compute, in O(n log n) time, the horizon map from a point on a terrain of complexity O(n) the map can be updated efficiently using varying levels of detail. The use of ridges in horizon mapping has been proposed by Max [12] to speed casting of shadows in bump mapped surfaces. Stewart [16] shows how horizons can be computed e#ciently from every point of a digital elevation map; his motivations include the placing of radio transmission towers. Little and Shi [11] extending earlier work of Fowler and Little [8] use linear features, along ridges and channels, to guide their ....

A. J. Stewart. Fast horizon computation at all points of a terrain with visibility and shading applications. IEEE Trans. Visualizat. Comput. Graph., 4(1):82--93, Jan. 1998.


Visibility Preserving Terrain Simplification - An.. - Ben-Moshe, Katz..   (Correct)

....their approximation, and their use in siting observers to cover terrain. De Floriani, Jeanne, and Nagy [5] study the extraction of features that impact visibility. The use of ridges in horizon mapping has been proposed by Max [15] to speed casting of shadows in bump mapped surfaces. Stewart [19] shows how horizons can be computed eciently from every point of a digital elevation map; his motivations include the placing of radio transmission towers. Little and Shi [14] extending earlier work of Fowler and Little [9] use linear features, along ridges and channels, to guide their ....

A. J. Stewart. Fast horizon computation at all points of a terrain with visibility and shading applications. IEEE Trans. Visualizat. Comput. Graph., 4(1):82-93, Jan. 1998.


3D Terrain Reconstruction Using Scattered Data Sets - Radoiu, Roman (2000)   (Correct)

....application goal is to transform the 2D data, representing the altitude measured in some known points, non uniform distributed, into interactive 3D maps. The structure of the output data les should allow the Internet distribution. The main issues are the speed and accuracy of the used algorithms [7]. A le that contains the non uniform distributed data, namely, represents the data set: the position of the nodes on a horizontal plane and the corresponding altitudes. The controlled re sampling of the input data solves the modeling problem; in order to obtain a uniform distributed data set. ....

Stewart A. James, \Fast Horizon Computation al All points of a Terrain With Visibility and Shading Applications", IEEE Transactions on Visualization and Computer Graphics, JanMarch 1998, Vol4, nr 1, pp. 82-93 Universitatea Petru Maior, T^ argu Mures Universitatea Politehnica Bucuresti


Illuminating Micro Geometry Based on Precomputed Visibility - Heidrich, Daubert, Kautz, .. (2000)   (6 citations)  (Correct)

....a so called horizon map . This horizon map describes the horizon for a small number of directions (8 in the original paper) at each point in the height field. During rendering, the shadow test then simply determines whether the light direction is above or below the (interpolated) horizon. Stewart [26, 27] introduced a hierarchical approach to determine the visibility in terrains both for occlusion culling and shading. More recently, Stewart used a similar idea to simulate the shadowing in cloth [28] For the shadowing part of our paper, we use a concept similar to the original horizon map, but in ....

J. Stewart. Fast horizon computation at all points of a terrain with visibility and shading applications. IEEE Transactions on Visualization and Computer Graphics, 4(1):82--93, March 1998.


Effective Compression Techniques for Precomputed Visibility - Panne, Stewart   Self-citation (Stewart)   (Correct)

....dataset or scene and then provide a summary of the key properties of each scene. The terrain dataset is shown in Figure 2 and was procedurally generated using an iterative subdivide and displace approximation of a fractal terrain. The existence of occlusion culling techniques speci c to terrains [14] motivated the choice of this example, as well as the large number of simulation and gaming applications that involve 6 a b c d e f 0 1 1 1 1 0 1 1 1 1 1 1 1 1 2 1 1 0 1 0 1 3 0 1 1 1 0 1 Cluster a b c d e f 0 0 0 0 0 0 0 1 1 0 0 0 0 1 0 1 2 1 1 0 1 0 1 0 3 0 1 1 1 0 1 0 1 1 1 ....

A. James Stewart. Fast horizon computation at all points of a terrain with visibility and shading applications. IEEE Transactions on Visualization and Computer Graphics, 4(1):82 93, March 1998.

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