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Terrain rendering in games

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Presentation on theme: "Terrain rendering in games"— Presentation transcript:

1 Terrain rendering in games
Matej Mlejnek Institute of Computer Graphics and Algorithms Vienna University of Technology Vienna / Austria

2 Outline overview of terrain algorithms optimization criteria
Lindstrom algorithm progressive meshes ROAM performance enhancements games and engines

3 Overview of terrain algorithms (1)
grid vs TIN w(v)=(x,y,z(x,y)) v=(x,y,z)

4 Overview of terrain algorithms (2)
discrete LOD Continuous LOD grid-based: continuous LOD rendering by Lindstrom Real-time Optimally Adapting Meshes (ROAM) TIN-based progressive meshes

5 Optimization criteria
time required to achieve a given triangle count user specified view-dependent metrics simplicity strict frame rates dynamic terrain continuous changes etc.

6 Continuous LOD by Lindstrom (1)
Quad tree bottom-up block-based vs. vertex-based

7 Progressive meshes PM representation
only single operation: merge (edge collapse) split (vertex split) view-dependent PM

8 ROAM (1) triangle bintree top-down algorithm 2 priority queues: merge
split

9 ROAM (2) (mergeable) diamond forced split =>
no effort to avoid discontinuities

10 Comparison Lindstrom ROAM PM elementary operation
complex, 1 vertex reduction basic, 1 vertex reduction complex, 2 vertices reduction triangles rigth-isosceles introduces slivers complexity O(mesh size) O(triangle changes)

11 Performance enhancements
backface culling object positioning atmospheric obscurance view frustum culling progressive optimization

12 (Lindstrom algorithm)
Games and engines NetImmerse (progressive meshes) Tribes (Lindstrom algorithm)

13 Results Hoppe – progressive meshes

14 Thank you! Matej Mlejnek


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