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Accueil Documentations Technologie de traitement de l'environnement - 10. Références et bibliographie
Technologie de traitement de l'environnement - 10. Références et bibliographie Imprimer Envoyer
Index de l'article
Technologie de traitement de l'environnement
2. Les conditions
3. Traitement des données géographiques
5. Tracé de la scène
6. Maillage géométrique de l`environnement
7. Synthèse de l`imagerie aérienne
7.1. Construction du modèle de classe
7.2. Application des textures de landclass
7.3. Restitution linéaire des données vectorielles
7.4. Construction du modèle d'éclairage
8. Parlons Threads, Fibers, et architectures Multi-core
9. Remerciements
10. Références et bibliographie
Toutes les pages
 

10. Références et bibliographie

1. J. Grupping. Flight Simulator History web site. http://fshistory.simflight.com/

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2. B. Discoe, et al. Virtual Terrain Project web site, section entitled “Spherical Textures”. http://vterrain.org/Textures/spherical.html

3. G. Dutton. (1989). Planetary modeling via hierarchical tessellation, Proc. Auto-Carto 9 . Falls Church, VA: ACSM-ASPRS, 462-471.

4. G. Fekete. Rendering and Managing Spherical Data with Sphere Quadtrees. In Proceedings of Visualization 90, 1990.

5. P. Lindstrom, D. Koller, W. Ribarsky, L. F. Hodges, N. Faust, and G. A. Turner. "Realtime, continuous level of detail rendering of height fields". In Proceedings SIGGRAPH 96, pages 109--118. ACM SIGGRAPH, 1996. http://citeseer.ist.psu.edu/lindstrom96realtime.html

6. Surface of the Earth Icosahedron Globe. National Geophysical Data Center. National Environmental Satellite, Data and Information Service. National Oceanic and Atmospheric Administration. U.S. Department of Commerce. http://www.ngdc.noaa.gov/mgg/fliers/04mgg02.html

7. R. Pajarola. Large scale terrain visualization using the restricted quadtree triangulation. In Proceedings IEEE Visualization'98, pages 19--24, Research Triangle Park, NC, 1998. IEEE Comp. Soc. Press. http://citeseer.ist.psu.edu/article/pajarola98large.html

8. ESRI ArcGIS Geographic Information System. http://www.esri.com/

9. A. Asirvatham, H. Hoppe. Terrain rendering using GPU-based geometry clipmaps. GPU Gems 2, M. Pharr and R. Fernando, eds., Addison-Wesley, March 2005.  http://research.microsoft.com/~hoppe/gpugcm.pdf

10. H. Malvar. Fast Progressive Image Coding without Wavelets. In Proceedings IEEE Data Compression Conference, Snowbird, UT, March 2000. http://research.microsoft.com/~malvar/papers/dcc00.pdf

11. M. Duchaineau, M. Wolinsky, D.E. Sigeti, M.C. Miller, C. Aldrich, and M.B. Mineed-Weinstein. Roaming terrain: Real-time optimally adapting meshes. In Proceedings IEEE Visualization'97, pages 81--88, 1997. http://citeseer.ist.psu.edu/duchaineau97roaming.html

12. NIMA Technical Report TR8350.2, Department of Defense World Geodetic System 1984, Its Definition and Relationships With Local Geodetic Systems, Third Edition, 4 July 1997. http://earth-info.nga.mil/GandG/publications/tr8350.2/tr8350_2.html

13. M. Lee, H. Samet. Navigating through Triangle Meshes Implemented as Linear Quadtrees, report CAR--TR--887, Computer Science Department, University of Maryland, 1998. http://citeseer.ist.psu.edu/lee98navigating.html

14. J. Waskey, Art Lead on Flight Simulator. Blog entry about the difficulty of using raw aerial imagery on terrain.  December 30, 2005.  http://blogs.technet.com/pixelpoke/archive/2005/12/30/416494.aspx 

15. M. Shemanarev. Anti-Grain Geometry, High Fidelity 2D Graphics, A High Quality Rendering Engine for C++. http://www.antigrain.com/

 



 
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