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
Visualization of large terrains made easy
Proceedings of the conference on Visualization '01
Real-time visualization of dynamic terrain for ground vehicle simulation
Real-time visualization of dynamic terrain for ground vehicle simulation
Real-time visualization of tire tracks in dynamic terrain with LOD
Edutainment'07 Proceedings of the 2nd international conference on Technologies for e-learning and digital entertainment
Exploiting frame-to-frame coherence for rendering terrain using continuous LOD
ICAT'06 Proceedings of the 16th international conference on Advances in Artificial Reality and Tele-Existence
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In the outdoor 3D game, the terrain can be modified because of interaction. This brings two new complexities to render terrain in 3D game. The first lies in the real-time visualization of dynamic terrain, and the second is that the modified terrain surface need to be preserved. We present an algorithm for dynamic terrain LOD(DT LOD) with preserving region in 3D game engine. The algorithm uses a DAG to represent dependency relationship of vertices which split triangles, and employs an active vertices set to update triangles in two consecutive frames for improving rendering performance. The region LOD can be constructed according to the view direction and the distance between the viewpoint and regions. The results of experiments show that our algorithm has a effective performance during rendering terrain.