Real-Time Optimally Adapting Meshes: Terrain Visualization in Games

被引:2
|
作者
White, Matthew [1 ]
机构
[1] Manchester Metropolitan Univ, Dept Comp & Math, Manchester M15 6BH, Lancs, England
关键词
D O I
10.1155/2008/753584
中图分类号
TP31 [计算机软件];
学科分类号
081202 ; 0835 ;
摘要
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. Copyright (C) 2008 Matthew White.
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页数:7
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