author = "Toledo, Rodrigo de and Wang, Bin and Levy, Bruno",
          affiliation = "Tecgraf, PUC-Rio and {Tsinghua University} and ALICE, INRIA",
                title = "Geometry Textures",
            booktitle = "Proceedings...",
                 year = "2007",
               editor = "Falc{\~a}o, Alexandre Xavier and Lopes, H{\'e}lio C{\^o}rtes 
         organization = "Brazilian Symposium on Computer Graphics and Image Processing, 20. 
            publisher = "IEEE Computer Society",
              address = "Los Alamitos",
             keywords = "mesosctructure, ray casting, GPU, height map, partitioning.",
             abstract = "The goal of geometry textures is to interactively display finely 
                         tessellated geometric models. Nowadays, models with millions of 
                         triangles still cannot be directly rendered by graphics cards 
                         without using elaborate acceleration methods. The large number of 
                         triangles overloads the vertex pipeline of the GPU. In our work, 
                         the geometry is no longer represented by polygons and the main 
                         rendering effort is on the pixel pipeline, alleviating the vertex 
                         one, thus allowing a significant increase in performance. 
                         Transferring the workload to the pixel pipeline brings the benefit 
                         of a natural LOD, since rendering time is proportional to the 
                         number of rendered pixels. Therefore, when a complex object is far 
                         away from the viewer, less computation must be done.",
  conference-location = "Belo Horizonte",
      conference-year = "Oct. 7-10, 2007",
             language = "en",
           targetfile = "sibgrapi07_geo_tex.pdf",
        urlaccessdate = "2021, Jan. 25"