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10 Literaturverzeichnis
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WIKI_SCAN: Wikipedia-Artikel: 3D-Scanner, 2008, http://en.wikipedia.org/wiki/3D_scanner
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WIKI_SCAN2: Wikipedia-Artikel: Laserscanning, 2008, http://de.wikipedia.org/wiki/Laserscanning
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PHOTOGRAM: Dr. Hans-Gerd Maas, Mehrbildtechniken in der digitalen Photogrammetrie, 1997,
Institut für Geodäsie und Photogrammetrie, Technische Hochschule Zürich
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CAL: Callidus Precision Systems GmbH, http://www.callidus.de
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RIEGL3D: Riegl Laser Measurement Systems GmbH, 2008, http://www.riegl.com
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LAS_ACC: W. Boehler, M. Bordas Vicent, A. Marbs, Investigating Laser Scanner Accuracy, 2003
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SWP_MESH: Christoph Hoppe, Dominik Ducati, Softwarepraktikum: Meshing of Point Clouds from
3D Laser Scans, WS 2006/2007, IWR, Universität Heidelberg,
http://pille.iwr.uni-heidelberg.de/~laserscan01/
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SWP_TEX: Sharon Friedrich, Maik Häsner, Softwarepraktikum: Automatisch generierte Texturen
aus Punktwolken, WS 2007/2008, IWR, Universität Heidelberg,
http://pille.iwr.uni-heidelberg.de/
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BLENDER: Blender Foundation, http://www.blender.org
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SVDLOD: Hugues Hoppe, Smooth View-Dependent Level-of-Detail Control and its Application to
Terrain Rendering, 2004, Microsoft Research,
http://research.microsoft.com/~hoppe/
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SOAR: SOAR Terrain Engine, http://www.cc.gatech.edu/~lindstro/software/soar/
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LOD_3D: D. Luebke, M. Reddy, D. Cohen, A. Varshney, B. Watson, R. Huebner,
Level of Detail for 3D-Graphics, 2003, Morgan Kaufmann, ISBN: 978-1-55860-838-9
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ROAM: Duchaineau, Wolinsky, Sigeti, Miller, Aldrich, Mineev-Weinstein,
ROAMing Terrain: Real-Time Optimally Adapting Meshes, 1997, Proceedings of IEEE
Vizualization '97, S. 81-88
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MESH_OPT: Laurent Balmelli, Martin Vetterli, Thomas Liebling,
Mesh optimization using global error with application to geometry simplification,
2002, Journal of Graphical Models, January 2003
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GPU_TER: Jens Schneider, Rüdiger Westermann, GPU-Friendly High-Quality Terrain Rendering,
2006, Journal of WSCG, Vol. 14, 2006
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NVIDIA: NVIDIA Inc., GeForce 9800 GX2 - Technical Specifications,
http://www.nvidia.com/object/geforce_9800gx2.html
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TERRVIS1: Lourena Rocha, Sérgio Pinheiro, Marcelo B. Vieira, Luiz Velho,
A FRAMEWORK FOR REAL-TIME TERRAIN VISUALIZATION WITH ADAPTIVE
SEMI-REGULAR MESHES, 2006, IMPA, Rio de Janeiro, Brazil
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QLOD: Rodrigo Toledo, Marcelo Gattass, Luiz Velho,
QLOD: An Adaptive Multiresolution Structure for Terrain Visualization, 1996,
http://www.visgraf.impa.br/Data/RefBib/PS_PDF/qlod/article.pdf
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LINDSTROM: P. Lindstrom, V. Pascucci, Terrain Simplification Simplified: A General Framework
for View-Dependent Out-of-Core Visualization, May 2002, IEEE
Transactions on
Visualization and Computer Graphics
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LSTV: Renato Pajarola, Large Scale Terrain Visualization Using The Restricted Quadtree
Triangulation, 1998, Institute of Theoretical Computer Science, ETH Zürich
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OPENGL_PG: Dave Shreiner, Mason Woo, Jackie Neider, OpenGL(R) Programming Guide: The
Official Guide to Learning OpenGL, Version 1.2, 2006, ISBN:
978-0201604580
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STL_REF: Nicolai M. Josuttis, The C++ Standard Library: A Tutorial and Reference, 1999
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COM_GRA: James D. Foley, Andries VanDam, Steven K. Feiner, Computer Graphics: Principles
and Practice in C, 1995,
ISBN-13: 978-0201379266
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WIKI_DE: Deutsche Wikipedia, Wikimedia Foundation, http://de.wikipedia.org/wiki/Hauptseite/
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DGL_WIKI: Delphi OpenGL Wiki, http://wiki.delphigl.com/index.php/Hauptseite
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STL: Standard Template Library, © Hewlett Packard / SGI (Silicon Graphics Incorporated)
http://www.sgi.com/tech/stl
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ZD_NET: Glossar ­ RGB-Farbmodell:
http://www.zdnet.de/glossar/0,39029897,70012721p-39001674q,00.htm
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