outerra.blogspot.com outerra.blogspot.com

outerra.blogspot.com

Outerra

http://outerra.com Planetary engine that is using elevation and other available datasets (like climate maps) in combination with fractal refinement algorithms to render planets down to centimeter resolution. Quad-tree based spherical planet rendering; using wavelet compression of elevation data with progressive download, on-demand decompression of required LOD for visible quad-tree nodes, bicubic fractal subdivision algorithms used to generate the finer detail.

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Outerra | outerra.blogspot.com Reviews
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http://outerra.com Planetary engine that is using elevation and other available datasets (like climate maps) in combination with fractal refinement algorithms to render planets down to centimeter resolution. Quad-tree based spherical planet rendering; using wavelet compression of elevation data with progressive download, on-demand decompression of required LOD for visible quad-tree nodes, bicubic fractal subdivision algorithms used to generate the finer detail.
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1 srtm 1
2 srtm 3 scaled
3 nasadem preliminary
4 viewfinder 3 scaled
5 posted by
6 brano kemen
7 email this
8 blogthis
9 share to twitter
10 share to facebook
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srtm 1,srtm 3 scaled,nasadem preliminary,viewfinder 3 scaled,posted by,brano kemen,email this,blogthis,share to twitter,share to facebook,share to pinterest,previous test,procedural grass,openstreetmap,sent,additional test results,cameni,older posts
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Outerra | outerra.blogspot.com Reviews

https://outerra.blogspot.com

http://outerra.com Planetary engine that is using elevation and other available datasets (like climate maps) in combination with fractal refinement algorithms to render planets down to centimeter resolution. Quad-tree based spherical planet rendering; using wavelet compression of elevation data with progressive download, on-demand decompression of required LOD for visible quad-tree nodes, bicubic fractal subdivision algorithms used to generate the finer detail.

INTERNAL PAGES

outerra.blogspot.com outerra.blogspot.com
1

Outerra: July 2012

http://outerra.blogspot.com/2012_07_01_archive.html

Wednesday, July 25, 2012. Book web page has gone live. And is available for preorders. We have contributed two chapters to it, Laco "Angrypig" Hrabcak co-wrote the Asynchronous Buffer Transfers. Chapter (together with Arnaud Masserann), and I wrote In-Game Video Capture with Real-Time Texture Compression. Laco's chapter has been also made available online. As one of the sample chapters. Monday, July 2, 2012. As one of the steps necessary to support lakes, dikes and lands below the sea level.

2

Outerra: February 2014

http://outerra.blogspot.com/2014_02_01_archive.html

Sunday, February 9, 2014. 2013 Retrospective, 2014 Look Ahead. A brief list of main features that were released in Outerra Anteworld sandbox in the past year:. Enhanced terrain texturing, terrain normal maps. Dynamic and adjustable time flow. Realtime terrain deformation - craters. Support for Oculus Rift. Support, can be optionally combined with Rift, 3rd party TrackIR plugin support. Support, amphibious vehicles support. FBX importer, export of models in self-installing OTX format. The whole setup used...

3

Outerra: February 2012

http://outerra.blogspot.com/2012_02_01_archive.html

Saturday, February 25, 2012. Outerra Tech Demo released! Is a unique 3D engine, a world rendering engine capable to seamlessly render whole planets from space down to the ground level. It can use real world data to render the planets realistically, while it also dynamically refines the data using procedural algorithms to provide high ground-level detail. Finally here comes the Outerra tech demo, coming together with the alpha release of our game Anteworld. Outerra Anteworld 0.7.13.3478. Created from real...

4

Outerra: May 2015

http://outerra.blogspot.com/2015_05_01_archive.html

Wednesday, May 27, 2015. Evaluation of 30m elevation data in Outerra. In September 2014 it was announced that the 30m (1") SRTM dataset will be released with global coverage. Previously available only for US region). This was eagerly expected by a lot of people, especially simulator fans, as the 90m data are lacking finer erosion patterns. Final release is planned for September 2015, but as of now already a large part of the world is ready. However, an interesting thing is that a 76/30 dataset (76m fract...

5

Outerra: December 2014

http://outerra.blogspot.com/2014_12_01_archive.html

Sunday, December 7, 2014. TitanIM, an Outerra-based military simulation platform. Revealed at the world's largest modeling, simulation and training conference oriented at military use, I/ITSEC. Orlando 1-5.Dec 2014), TitanIM. Is a new simulation platform built on top of the Outerra engine, utilizing its ability to render the whole planet with the full range of detail levels from space down to the blades of grass. A new era: TitanIM/Outerra. Titan booth was shared with two well-known companies that are al...

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shiny-dynamics.blogspot.com shiny-dynamics.blogspot.com

Shiny Dynamics: March 2010

http://shiny-dynamics.blogspot.com/2010_03_01_archive.html

Lisp 3D graphics. Compilers. Operating systems. Mobile devices. Cool stuff. Tuesday, March 23, 2010. Floating Point Depthbuffers in OSG. I submitted a new demo to the Open Scene Graph. Project that shows how to set up a floating point depth buffer. The standard way to do this is to create a Frame Buffer Object. Monday, March 01, 2010. Vertex Cache Optimization for OSG. I implemented Tom Forsyth's Vertex Cache Optimization. Algorithm in Open Scene Graph. Model, which is a monster-size mesh with over a mil...

shiny-dynamics.blogspot.com shiny-dynamics.blogspot.com

Shiny Dynamics: May 2010

http://shiny-dynamics.blogspot.com/2010_05_01_archive.html

Lisp 3D graphics. Compilers. Operating systems. Mobile devices. Cool stuff. Thursday, May 13, 2010. Paper Models in Blender. I just discovered this e-book. On using free software, like Blender. To design paper models. Actually, these models. Are usually made of thicker card stock than paper. Anyway, this is about as far from real-time simulation as you can get, but the e-book is still a lot of fun. Subscribe to: Posts (Atom). View my complete profile. Paper Models in Blender. The Hacks of Life.

shiny-dynamics.blogspot.com shiny-dynamics.blogspot.com

Shiny Dynamics: Cool Links

http://shiny-dynamics.blogspot.com/2010/06/cool-links.html

Lisp 3D graphics. Compilers. Operating systems. Mobile devices. Cool stuff. Wednesday, June 30, 2010. Here are some cool blogs I've come across recently. Virtual Globe and Terrain Rendering. Is devoted to a book-in-progress of the same name and has a nice collection of links to resources and other interesting blogs. RasterGrid. Has good articles on new features of OpenGL; I especially like Instance Culling Using Geometry Shaders. About doing culling on the GPU, and Uniform Buffers vs Texture Buffers.

shiny-dynamics.blogspot.com shiny-dynamics.blogspot.com

Shiny Dynamics: a terrain engine for osgEarth

http://shiny-dynamics.blogspot.com/2010/08/terrain-engine-for-osgearth.html

Lisp 3D graphics. Compilers. Operating systems. Mobile devices. Cool stuff. Sunday, August 15, 2010. A terrain engine for osgEarth. Lately I've been working on an experimental terrain engine for osgEarth. On behalf of the folks at Pelican Mapping. OsgEarth is a cool project that imports a variety of geographic raster and vector data into Open Scene Graph without requiring a lengthy pre-processing step. I've implemented the algorithm described in Seamless Patches for GPU-Based Terrain Rendering. Here's ho...

shiny-dynamics.blogspot.com shiny-dynamics.blogspot.com

Shiny Dynamics: June 2010

http://shiny-dynamics.blogspot.com/2010_06_01_archive.html

Lisp 3D graphics. Compilers. Operating systems. Mobile devices. Cool stuff. Wednesday, June 30, 2010. Here are some cool blogs I've come across recently. Virtual Globe and Terrain Rendering. Is devoted to a book-in-progress of the same name and has a nice collection of links to resources and other interesting blogs. RasterGrid. Has good articles on new features of OpenGL; I especially like Instance Culling Using Geometry Shaders. About doing culling on the GPU, and Uniform Buffers vs Texture Buffers.

shiny-dynamics.blogspot.com shiny-dynamics.blogspot.com

Shiny Dynamics: February 2010

http://shiny-dynamics.blogspot.com/2010_02_01_archive.html

Lisp 3D graphics. Compilers. Operating systems. Mobile devices. Cool stuff. Tuesday, February 23, 2010. Let's add some other imagery to our Mt. Washington terrain. The digital orthophoto quadrangles. Maybe someone knows a better way? It's straightforward to build a new database using an. O4407145.NES.837049.tgz. O4407145.NES/O4407145.NES.837049.tif. We generate the command line with a little Unix magic:. Ls O* /*.tif sed -e's;.*;-t &;'. Xargs osgdem - TERRAIN - geocentric -d elev-meters.tif. Supports tra...

shiny-dynamics.blogspot.com shiny-dynamics.blogspot.com

Shiny Dynamics: April 2010

http://shiny-dynamics.blogspot.com/2010_04_01_archive.html

Lisp 3D graphics. Compilers. Operating systems. Mobile devices. Cool stuff. Friday, April 16, 2010. I've written the first part of a series on Open Scene Graph graphics state optimization here. This goes into some detail about graphics modes, attributes, the. Object, and the low level. Object. Check it out. Labels: Open Scene Graph. Subscribe to: Posts (Atom). Freelance 3D graphics programming dude. Performer in the 20th century, Open Scene Graph in the 21st! View my complete profile. The Hacks of Life.

shiny-dynamics.blogspot.com shiny-dynamics.blogspot.com

Shiny Dynamics: August 2010

http://shiny-dynamics.blogspot.com/2010_08_01_archive.html

Lisp 3D graphics. Compilers. Operating systems. Mobile devices. Cool stuff. Sunday, August 15, 2010. A terrain engine for osgEarth. Lately I've been working on an experimental terrain engine for osgEarth. On behalf of the folks at Pelican Mapping. OsgEarth is a cool project that imports a variety of geographic raster and vector data into Open Scene Graph without requiring a lengthy pre-processing step. I've implemented the algorithm described in Seamless Patches for GPU-Based Terrain Rendering. Here's ho...

shiny-dynamics.blogspot.com shiny-dynamics.blogspot.com

Shiny Dynamics: January 2006

http://shiny-dynamics.blogspot.com/2006_01_01_archive.html

Lisp 3D graphics. Compilers. Operating systems. Mobile devices. Cool stuff. Monday, January 23, 2006. Munching on OpenGL in Common Lisp. I wonder if those are the most common words in the first post to a blog. I'm going to skip the introductions and instead describe something I'm working on. Well, more like "hacking on" in the best sense of those words. I've written a package called "glouton" (which means "glutton" in French; can't resist including "g" and "l" with a little cross-language action! At some...

shiny-dynamics.blogspot.com shiny-dynamics.blogspot.com

Shiny Dynamics: Paper Models in Blender

http://shiny-dynamics.blogspot.com/2010/05/paper-models-in-blender.html

Lisp 3D graphics. Compilers. Operating systems. Mobile devices. Cool stuff. Thursday, May 13, 2010. Paper Models in Blender. I just discovered this e-book. On using free software, like Blender. To design paper models. Actually, these models. Are usually made of thicker card stock than paper. Anyway, this is about as far from real-time simulation as you can get, but the e-book is still a lot of fun. I dont think the 6 human character flaws cracked.com article is what you were meaning to link (-:.

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Outerra

Sunday, January 28, 2018. Preliminary comparison of NasaDEM dataset. Some early results from testing preliminary NasaDEM dataset ( https:/ gis.stackexchange.com/questions/267134/what-is-nasadem-and-when-it-will-be-released. Comparison in one of the extremely buggy areas in SRTM 1" (30m), tile s50w075:. Original SRTM 1" (30m) data here:. SRTM1 here contains lots of errors, from artificial narrow peaks to holes and areas clamped to the sea level, as well as some negative heights. Comparison in previously O...