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Terrain rendering in games
Matej Mlejnek Institute of Computer Graphics and Algorithms Vienna University of Technology Vienna / Austria
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Outline overview of terrain algorithms optimization criteria
Lindstrom algorithm progressive meshes ROAM performance enhancements games and engines
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Overview of terrain algorithms (1)
grid vs TIN w(v)=(x,y,z(x,y)) v=(x,y,z)
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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
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Optimization criteria
time required to achieve a given triangle count user specified view-dependent metrics simplicity strict frame rates dynamic terrain continuous changes etc.
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Continuous LOD by Lindstrom (1)
Quad tree bottom-up block-based vs. vertex-based
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Progressive meshes PM representation
only single operation: merge (edge collapse) split (vertex split) view-dependent PM
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ROAM (1) triangle bintree top-down algorithm 2 priority queues: merge
split
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ROAM (2) (mergeable) diamond forced split =>
no effort to avoid discontinuities
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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)
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Performance enhancements
backface culling object positioning atmospheric obscurance view frustum culling progressive optimization
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(Lindstrom algorithm)
Games and engines NetImmerse (progressive meshes) Tribes (Lindstrom algorithm)
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Results Hoppe – progressive meshes
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Thank you! Matej Mlejnek
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