Real-Time Optimally Adapting Meshes: Terrain Visualization in Games

Author:

White Matthew1ORCID

Affiliation:

1. Department of Computing and Mathematics, Manchester Metropolitan University, All Saints, Manchester M15 6BH, UK

Abstract

One of the main challenges encountered by interactive graphics programmers involves presenting high-quality scenes while retaining real-time frame rates on the hardware. To achieve this, level-of-detail techniques can be employed to provide a form of control over scene quality versus performance. Several algorithms exist that allow such control, including the real-time optimally adapting mesh (ROAM) algorithm specifically aimed at terrain systems. Although ROAM provides an excellent approach to terrain visualization, it contains elements that can be difficult to implement within a game system. This paper hopes to discuss these factors and provide a more game-orientated implementation of the algorithm.

Publisher

Hindawi Limited

Subject

Computer Graphics and Computer-Aided Design,Human-Computer Interaction,Software

Reference1 articles.

Cited by 2 articles. 订阅此论文施引文献 订阅此论文施引文献,注册后可以免费订阅5篇论文的施引文献,订阅后可以查看论文全部施引文献

1. Using Mesh Shaders for Continuous Level-of-Detail Terrain Rendering;Special Interest Group on Computer Graphics and Interactive Techniques Conference Talks;2020-08-17

2. Geometry Splitting: An Acceleration Technique of Quadtree-Based Terrain Rendering Using GPU;IEICE Transactions on Information and Systems;2011

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