Hochschule für Architektur, Bau und Geomatik FHNW
Dauerhafte URI für den Bereichhttps://irf.fhnw.ch/handle/11654/6
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10 Ergebnisse
Bereich: Suchergebnisse
Publikation Neue Entwicklungen im Bereich Virtueller Globen am Beispiel der i3D-Technologie(2010) Christen, Martin; Nebiker, Stephan04B - Beitrag KonferenzschriftPublikation OpenWebGlobe SDK - An Open Source High-Performance Virtual Globe SDK for Open Maps(2011) Christen, Martin; Nebiker, Stephan04B - Beitrag KonferenzschriftPublikation Planning and Managemenet of Realtime Geospatial UAS Missions within a Virtual Globe Environment(01.09.2011) Nebiker, Stephan; Eugster, Hannes; Christen, Martin; Flückiger, Kevin04B - Beitrag KonferenzschriftPublikation Web-Based Large-Scale 3D-Geovisualisation Using WebGL(IGI Global, 2012) Christen, Martin; Nebiker, Stephan; Loesch, Benjamin01A - Beitrag in wissenschaftlicher ZeitschriftPublikation OpenWebGlobe An open source SDK for creating large-scale Virtual Globes on a WebGL basis(2012) Loesch, Benjamin; Christen, Martin; Nebiker, Stephan04B - Beitrag KonferenzschriftPublikation Integrating Mobile Geo Sensors into Collaborative Virtual Globes - Design and Implementation Issues(2007) Nebiker, Stephan; Christen, Martin; Eugster, Hannes; Flückiger, Kevin; Stierli, Christian04B - Beitrag KonferenzschriftPublikation Integration von mobilen Geosensoren in kollaborative virtuelle Globen(2007) Nebiker, Stephan; Christen, Martin; Eugster, Hannes; Flückiger, Kevin; Stierli, Christian04B - Beitrag KonferenzschriftPublikation Large Scale Constraint Delaunay Triangulation(Springer, 2011) Christen, Martin; Nebiker, Stephan04B - Beitrag KonferenzschriftPublikation Rich point clouds in virtual globes - A new paradigm in city modeling?(Elsevier, 2009) Nebiker, Stephan; Bleisch, Susanne; Christen, Martin01A - Beitrag in wissenschaftlicher ZeitschriftPublikation Visualisation of Complex 3D City Models on Mobile Webbrowsers Using Cloud-Based Image Provisioning(Copernicus Publications, 2015) Christen, Martin; Nebiker, StephanRendering large city models with high polygon count and a vast amount of textures at interactive frame rates is a rather difficult to impossible task as it highly depends on the client hardware, which is often insufficient, even if out-of-core rendering techniques and level of detail approaches are used. Rendering complex city models on mobile devices is even more challenging. An approach of rendering and caching very large city models in the cloud using ray-tracing based image provisioning is introduced. This allows rendering large scenes efficiently, including on mobile devices. With this approach, it is possible to render cities with nearly unlimited number of polygons and textures.01A - Beitrag in wissenschaftlicher Zeitschrift