terrain [Previous] results 1 to 6 of 6 [Next]
A Real-Time Procedural Universe, Part One: Generating Planetary Bodies
An article covering the procedural generation of planetary bodies and real time navigation using a spherical version of the ROAM algoritm. It also includes the procedural creation of texture maps. Very cool indeed!
Fast Terrain rendering Using Geometrical MipMapping
Willem H. de Boer
A paper available at flipcode by Willem H. de Boer. In this paper (PDF format), Willem explains a technique for rendering terrains quickly, with optimizations for modern 3D hardware in mind. Available on PDF.
Real-Time Dynamic Level of Detail Terrain Rendering with ROAM
In this article the author briefly examines the state of the art in hardware accelerated landscape engines and the algorithms which power them with a special focus on ROAM. By Bryan Turner, at Gamasutra.
ROAMing Terrain: Real-time Optimally Adapting Meshes
Duchaineau, Wolinsky, Sigeti, Miller, Aldrich, Mineev-Weinstein
An algorithm is presented for constructing triangle achieves high frame rates for thousands of triangles per frame. Mark Duchaineau, Murray Wolinsky, David E. Sigeti, Mark C. Miller, Charles Aldrich, Mark B. Mineev-Weinstein.
Peter Lindstrom´s Research Page
Several articles covering model simplification, and real time continuos level of detail rendering of height fieds.
DEM (Digital Elevation Model) files
A short descritpion of the several DEM file types.