Real-Time Optimally Adapting Meshes : Terrain Visualization in Games

Author

White, Matthew

Source

International Journal of Computer Games Technology

Issue

Vol. 2008, Issue 2008 (31 Dec. 2008), pp.1-7, 7 p.

Publisher

Hindawi Publishing Corporation

Publication Date

2008-02-24

Country of Publication

Egypt

No. of Pages

7

Main Subjects

Information Technology and Computer Science

Abstract 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.

American Psychological Association (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

Modern Language Association (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

American Medical Association (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

Data Type

Journal Articles

Language

English

Notes

Includes bibliographical references

Record ID

BIM-496062