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Real-Time Optimally Adapting Meshes : Terrain Visualization in Games
Author
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