Real-time, continuous level of detail rendering of height fields
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
ROAMing terrain: real-time optimally adapting meshes
VIS '97 Proceedings of the 8th conference on Visualization '97
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In this paper we implement the 3D virtual interactive snowboard game. It is not an on-line game but a bodily sensible game. We develop the terrain rendering engine which is designed for our interactive snowboard simulation game. It is developed by using real-time optimally adapting meshes (ROAM) for level-of-detail (LOD) rendering. The terrain engine also uses alpha blending for transition between level-of-details and collision between a character and the terrain is detected by ray-triangle intersection algorithm. The presented engine shows rapid response in rendering the terrain which is essential for an interactive snowboard simulation game. For a character's movement, physics engine is designed in which we define the two states called the Air and the Contact and classify four cases for the next position. HMD and motion tracker devices used in virtual reality applications are attached to our game engine so that users can experience the snowboard game in virtual space. It is expected from this experience that other sports games such as table-tennis, soccer, golf games and etc. can be easily implemented.