Real-time, continuous level of detail rendering of height fields
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Real-Time 3D Terrain Engines Using C++ and DirectX 9
Real-Time 3D Terrain Engines Using C++ and DirectX 9
ajME: making game engines autonomic
Proceedings of the 3rd International Conference on Fun and Games
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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.