Terrain rendering in games - PowerPoint PPT Presentation

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Terrain rendering in games

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time required to achieve a given triangle count. user specified ... rigth-isosceles. rigth-isosceles. triangles. PM. ROAM. Lindstrom. 11 / 14. Matej Mlejnek ... – PowerPoint PPT presentation

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Title: Terrain rendering in games


1
Terrain rendering in games
  • Matej Mlejnek
  • Institute of Computer Graphics and Algorithms
  • Vienna University of Technology
  • Vienna / Austria

2
Outline
  • overview of terrain algorithms
  • optimization criteria
  • Lindstrom algorithm
  • progressive meshes
  • ROAM
  • performance enhancements
  • games and engines

3
Overview of terrain algorithms (1)
  • grid vs. TIN

4
Overview of terrain algorithms (2)
  • discrete LOD
  • Continuous LOD
  • grid-based
  • continuous LOD rendering by Lindstrom
  • Real-time Optimally Adapting Meshes (ROAM)
  • TIN-based
  • progressive meshes

5
Optimization criteria
  • time required to achieve a given triangle count
  • user specified view-dependent metrics
  • simplicity
  • strict frame rates
  • dynamic terrain
  • continuous changes
  • etc.

6
Continuous LOD by Lindstrom (1)
  • Quad tree
  • bottom-up
  • block-basedvs.vertex-based

7
Progressive meshes
  • PM representation
  • only single operationmerge (edge
    collapse)split (vertex split)
  • view-dependent PM

8
ROAM (1)
  • triangle bintree
  • top-downalgorithm
  • 2 priority queues
  • merge
  • split

9
ROAM (2)
  • (mergeable) diamond
  • forced split gt
  • no effort to avoiddiscontinuities

10
Comparison
Lindstrom ROAM PM
elementary operation complex,1 vertex reduction basic,1 vertex reduction complex,2 vertices reduction
triangles rigth-isosceles rigth-isosceles introduces slivers
complexity O(mesh size) O(triangle changes) O(mesh size)
11
Performance enhancements
  • backface culling
  • object positioning
  • atmospheric obscurance
  • view frustum culling
  • progressive optimization

12
Games and engines
  • NetImmerse
  • (progressive
  • meshes)

Tribes (Lindstrom algorithm)
13
Results
  • Hoppe progressive meshes

14
Thank you!
Matej Mlejnek matej.mlejnek_at_cg.tuwien.ac.at
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