Real-time optimally adapting meshes: terrain visualization in games

  • Authors:
  • Matthew White

  • Affiliations:
  • Department of Computing and Mathematics, Manchester Metropolitan University, Manchester, UK

  • Venue:
  • International Journal of Computer Games Technology - Joint International Conference on Cyber Games and Interactive Entertainment 2006
  • Year:
  • 2008

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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.