Real-Time Optimally Adapting Meshes: Terrain Visualization in Games
Author(s) -
Matthew White
Publication year - 2008
Publication title -
international journal of computer games technology
Language(s) - English
Resource type - Journals
SCImago Journal Rank - 0.248
H-Index - 19
eISSN - 1687-7055
pISSN - 1687-7047
DOI - 10.1155/2008/753584
Subject(s) - terrain , computer science , visualization , computer graphics (images) , frame rate , frame (networking) , control (management) , quality (philosophy) , graphics , computer graphics , polygon mesh , human–computer interaction , artificial intelligence , telecommunications , philosophy , ecology , epistemology , biology
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
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