Real-time Optimally Adapting Meshes (ROAM) is, and remains, a very popular algorithm for the rendering of terrain meshes within virtual environments. However, the method has received several critisms from developers of performance orientated applications, such as computer games, due to the algorithm’s bias towards accuracy over speed. Because of this, several variations of the ROAM method have appeared within the games industry, each adapting the algorithm to a form more suited to take advantage of graphics hardware optimizations, and thus speed. Although these variations produce faster results, they lose the “per-triangle” accuracy of ROAM, which can cause other problems and also exaggerate the tessellation side-effect known as “popping”. ...
Context. Producing NavMeshes for pathfinding in computer games is a time-consuming process. Recast a...
We present a method for real-time level of detail reduction that is able to display high-complexity ...
We address the texture level-of-detail problem for extremely large surfaces such as terrain during r...
One of the main challenges encountered by interactive graphics programmers involves presenting high-...
Level of detail algorithms have widely been implemented in architectural VR walkthroughs and video g...
Terrain visualization is a difficult problem for applications requiring accurate images of large dat...
The problem of estimating an adequate level of detail for an object for a specific view is one of th...
Interactive visualization of terrain and general complex surfaces is a difficult problem that requir...
Computer gamers demand more realistic effects for each release of a new game. This final year projec...
Terrain rendering is one of the most challenging interactive visualizations in a game application. I...
(d) 0.15 fps 3065000 tetra-hedra Figure 1: The bonsa data set at dierent detail levels. Frame rate...
Modern Graphics Processing Units (GPU) exhibit a high degree of parallelism and over the years have ...
Frequently the quality of a path returned by a pathfinding algorithm is more important than the perf...
abstract: The video game graphics pipeline has traditionally rendered the scene using a polygonal ap...
The video game graphics pipeline has traditionally rendered the scene using a polygonal approach. Ad...
Context. Producing NavMeshes for pathfinding in computer games is a time-consuming process. Recast a...
We present a method for real-time level of detail reduction that is able to display high-complexity ...
We address the texture level-of-detail problem for extremely large surfaces such as terrain during r...
One of the main challenges encountered by interactive graphics programmers involves presenting high-...
Level of detail algorithms have widely been implemented in architectural VR walkthroughs and video g...
Terrain visualization is a difficult problem for applications requiring accurate images of large dat...
The problem of estimating an adequate level of detail for an object for a specific view is one of th...
Interactive visualization of terrain and general complex surfaces is a difficult problem that requir...
Computer gamers demand more realistic effects for each release of a new game. This final year projec...
Terrain rendering is one of the most challenging interactive visualizations in a game application. I...
(d) 0.15 fps 3065000 tetra-hedra Figure 1: The bonsa data set at dierent detail levels. Frame rate...
Modern Graphics Processing Units (GPU) exhibit a high degree of parallelism and over the years have ...
Frequently the quality of a path returned by a pathfinding algorithm is more important than the perf...
abstract: The video game graphics pipeline has traditionally rendered the scene using a polygonal ap...
The video game graphics pipeline has traditionally rendered the scene using a polygonal approach. Ad...
Context. Producing NavMeshes for pathfinding in computer games is a time-consuming process. Recast a...
We present a method for real-time level of detail reduction that is able to display high-complexity ...
We address the texture level-of-detail problem for extremely large surfaces such as terrain during r...