Abstract
The navigation and rendering of very large-scale terrain are facing a difficult problem that the geometry data and texture data cannot be used directly due to the storage space, computation capacity, and I/O bandwidth. To provide more realistic detail of terrain scene, procedural detail is a good solution. Firstly, this paper introduces a method of procedural geometry based on the terrain tile quad-tree and the Patch-LOD algorithm. Then, the texture generation operator is described and the method of dynamic pre-computation of patch-texture is presented. Finally, the experimental system based on these above ideas and methods has been implemented. The experimental results show that these methods are effective and are appropriate to the development of 3D games and battlefield applications.
This research is supported partially by National ”973” Foundation Research Plan of China (No. 2002CB312105) and National ”863” High Technology Plan Foundation of China (No. 2004AA115130).
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Pi, X., Song, J., Zeng, L., Li, S. (2006). Procedural Terrain Detail Based on Patch-LOD Algorithm. In: Pan, Z., Aylett, R., Diener, H., Jin, X., Göbel, S., Li, L. (eds) Technologies for E-Learning and Digital Entertainment. Edutainment 2006. Lecture Notes in Computer Science, vol 3942. Springer, Berlin, Heidelberg. https://doi.org/10.1007/11736639_111
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DOI: https://doi.org/10.1007/11736639_111
Publisher Name: Springer, Berlin, Heidelberg
Print ISBN: 978-3-540-33423-1
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