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Published byElla Beasley Modified over 9 years ago
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3D Game Engine Design Chapter 11 TERRAIN
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What are covered ? Dynamic Level of Detail Tessellation – Terrain Topology – Simplification – Full Algorithm Height Fields from Point Sets of Triangle Meshes – Linear Interpolation – Quadratic Interpolation
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Terrain Topology quad tree
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Terrain Topology 3x3 primitive block quad tree
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Terrain Topology 3x3 primitive block
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Block Topology
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Simplification
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Vertex-Based Simplification – more accurate, but expensive Block-Based Simplification – cheap, pre-process for VB simplification Vertex-dependency – post-process for BB simplification Some assumptions available – distant terrain & close terrain
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Vertex-Based Simplification LwLw
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From Equation 3.16 : Camera view direction vector : Screen space distance threshold
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Block-Based Simplification ; lowest resolution ; highest resolution ; interval of uncertainty
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Vertex Dependency
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Some Assumptions Available Distant Terrain Assumption Close Terrain Assumption
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Full Algorithm InitBV();// Initialize Blocks & Vertices InitQ();// Initialize Queue for( each frame ) do { if ( cam.eye has changed ) then { ResetBlocks(); SimplifyBlocks( cam ); SimplifyVertices( cam ); } RenderBlocks(); }
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Height Fields From PS or TM Linear Interpolation – Barycentric combination Quadratic Interpolation – Subdivision – Bezier Triangle
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HF from PS or TM ; Linear Barycentric combination
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HF from PS or TM ; Quadratic Cendes and Wong 1987 Input : ( x i, y i, f(x i, y i ), f x (x i, y i ), f y (x i, y i ) ) Procedure – Subdivision – Bezier net construction Output : C 1 continuous quadratic interpolation
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HF from PS or TM ; Quadratic Step 0 ; Triangle mesh ( in 2D )
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HF from PS or TM ; Quadratic Step 1 ; Inscribed circle point
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HF from PS or TM ; Quadratic Step 2 ; Subdivision
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HF from PS or TM ; Quadratic Bezier Triangle Revisited
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HF from PS or TM ; Quadratic Bezier Triangle Revisited
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HF from PS or TM ; Quadratic Step 3 ; Bezier net construction
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HF from PS or TM ; Quadratic Step 4 ; Interpolate + C1 continuity
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