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Notice of Violation of IEEE Publication Principles
"3D Real-Time Representation of Sociocultural Features Based on Vector-Raster Data Integration Model,"
by Xuefeng Cao, Gang Wan, and Feng Li
in the Proceedings of the International Forum on Information Technology and Applications, 2009. IFITA '09. Vol.3, pp.587-590, 15-17 May 2009
After careful and considered review of the content and authorship of this paper by a duly constituted expert committee, this paper has been found to be in violation of IEEE's Publication Principles.
This paper contains significant portions of original text from the paper cited below. The original text was copied without attribution (including appropriate references to the original author(s) and/or paper title) and without permission.
Due to the nature of this violation, reasonable effort should be made to remove all past references to this paper, and future references should be made to the following article:
"Real-time Rendering and Editing of Vector-based Terrains"
by Eric Bruneton and Fabrice Neyret
in Eurographics 2008, Vol 27, No 2, Blackwell
In this paper, a 3D spatial data model based on vector and raster integration is presented, which encompasses both very large terrains and very detailed features, and a GPU friendly scheme to generate not only texture, but also the shape of the terrain. We rely on a view dependent quadtree refinement scheme. New quads are generated when needed and cached on the GPU. For each quad we produce on the GPU an appearance texture, based on the features vector description and their associated shaders. Adaptive refinement, procedural vector features and a mipmap pyramid provide three LOD mechanisms for small, medium and large scale quads. Our results show high performance with high visual quality.