AngelCode.com > Reference Database

Graphics/Terrain/Continuous LOD

.NET  7
Artificial Intelligence  7
  Group behavior  2
  Path finding  16
    A* and its derivatives  6
  Pattern recognition  1
  Steering behavior  2
  World interaction  4
Audio  0
  DirectX  8
  DSP  5
  Ogg Vorbis  2
  OpenAL  1
  Windows  1
Computer Science  2
  Algorithms & data structures  12
    BSP trees  8
  Encryption  12
  Randomness & noise  11
Data storage  4
  File formats  14
    Image  10
  Resource files  2
Game Development  20
  Cheat & crack prevention  10
  Input  3
  Timing  4
Graphics  27
  Character animation  6
  DirectX  24
    Optimizing  8
  Illumination  5
    Deferred lighting  7
    Global illumination  8
    Lighting models  6
    Screen Space Ambient Occlusion  4
    Shadow maps  18
    Shadow volumes  15
  Image processing & synthesizing  19
  Non-polygonal rendering  3
    Ray tracing  3
  OpenGL  12
  Particle systems  7
  Shaders  32
  Simulation  4
    Cloth  2
    Clouds & sky light  7
    Fire & smoke  4
    Liquids  12
  Surfaces & Meshes  7
    Implicit surfaces  6
    Parametric curves & surfaces  7
    Polygon reduction & LOD  3
    Subdivision surfaces  7
  Terrain  7
    Continuous LOD  12
    Generating data  4
    Voxel engines  2
  Text  6
  Transparency  1
  Visibility determination  16
Languages  5
  Assembler  20
  C & C++  25
    C++ exceptions  5
    Calling conventions  11
    Debugging  5
    Memory management  7
    Optimizations  6
  C#  4
  Creating your own language  13
    Garbage collection  7
  D  2
  Java  4
  Scripting  3
    JScript & VBScript  1
    Lua  6
    Other languages  8
    Perl  2
    Python  5
    Ruby  4
Mathematics  3
  Fourier transform  4
  Geometry  6
  Linear algebra, vectors & matrices  9
  Wavelet transform  5
Object design  3
Physics  5
  Body dynamics  8
  Collision detection  10
    Polytopes  6
Platform  2
  Linux  1
  Mac  2
  Windows  13
    COM, ATL & WTL  8
    Dynamically loaded libraries  6
    Hooks  5
    Input  2
    Networking  6
    Screensavers  3
    Services  1
    Shell  2
    Small executables  3
    Windows  8
Web Technologies  8

Real-Time Generation of Continuous Levels of Detail for Height Fields
1998 - S. Röttger, W. Heidrich, Ph. Slusallek, H.-P. Seidel
This paper shows how to do continuous level of detail using geomorphing on heightfields. Basic datastructure structure used is a quadtree extracted from the heightmap without any extra memory used.

A Real-Time Procedural Universe, Part 2: Rendering Planetary Bodies
August 2001 - Sean O'Neil
This article shows how to implement the ROAM algorithm to spherical bodies.

Binary Triangle Trees and Terrain Tessellation
Seumas McNally

Continuous LOD Terrain Meshing Using Adaptive Quadtrees
Thatcher Ulrich

Diamond Basics
Henri Hakl
This article describes very generally an algorithm that might be good alternative when implementing CLOD terrain.

ROAMing Terrain: Real-time Optimally Adapting Meshes
Mark Duchaineau

Smooth view-dependent LOD control and its application to terrain rendering
Hugues Hoppe

Terrain rendering
Tom Nuydens
This article gives an easy to understand explanation of how to extract a quadtree datastructure from a regular 2D matrix. It is used to render a heightmap with continous level of detail.

Visualization of Large Terrains Made Easy
2001 - Peter Lindstrom, Valerio Pascucci
This article discusses an algorithm for rendering high detail terrain using LOD. They focus on easy to implement algorithms as well as memory optimization for improved cache performance.

Xvox demo
April, 2003
This demo with source code and technical description shows how to implement displacement mapping with trilinear filtering using vertex shaders in DX8.

Terrain Geomorphing in the Vertex Shader
April, 2003 - Daniel Wagner
This article shows how to do efficient rendering of terrain using hardware vertex shaders for geomorphing. It also talks about using PVS for hidden surface removal.

Terrain LOD Published Papers
A very good list with links to various terrain rendering algorithms.