Real-Time Optimally Adapting Meshes : Terrain Visualization in Games

المؤلف

White, Matthew

المصدر

International Journal of Computer Games Technology

العدد

المجلد 2008، العدد 2008 (31 ديسمبر/كانون الأول 2008)، ص ص. 1-7، 7ص.

الناشر

Hindawi Publishing Corporation

تاريخ النشر

2008-02-24

دولة النشر

مصر

عدد الصفحات

7

التخصصات الرئيسية

تكنولوجيا المعلومات وعلم الحاسوب

الملخص EN

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.

نمط استشهاد جمعية علماء النفس الأمريكية (APA)

White, Matthew. 2008. Real-Time Optimally Adapting Meshes : Terrain Visualization in Games. International Journal of Computer Games Technology،Vol. 2008, no. 2008, pp.1-7.
https://search.emarefa.net/detail/BIM-496062

نمط استشهاد الجمعية الأمريكية للغات الحديثة (MLA)

White, Matthew. Real-Time Optimally Adapting Meshes : Terrain Visualization in Games. International Journal of Computer Games Technology No. 2008 (2008), pp.1-7.
https://search.emarefa.net/detail/BIM-496062

نمط استشهاد الجمعية الطبية الأمريكية (AMA)

White, Matthew. Real-Time Optimally Adapting Meshes : Terrain Visualization in Games. International Journal of Computer Games Technology. 2008. Vol. 2008, no. 2008, pp.1-7.
https://search.emarefa.net/detail/BIM-496062

نوع البيانات

مقالات

لغة النص

الإنجليزية

الملاحظات

Includes bibliographical references

رقم السجل

BIM-496062