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Level of Detail / Progressive Mesh


3D Tricks for Isometric Engines

Greg Snook (Bungie Studios)
Game Programming Gems 3, 2003.
Abstract: Isometric engines are one of the last bastions of two-dimensional graphics left in the game industry. While this article proposes some 3D methods to enhance what is essentially a sprite-based display system, it tries to preserve the essence of sprite-based graphics. While you could simply represent a majority of the game objects with 3D models to get the same visual effect, the ideas presented here maintain the use of sprites by adding a few tricks to make them appear as flexible as 3D models. The concepts may also be useful in other 3D engines as a replacement for flat billboard sprites or as a means to represent distant objects at a lower level of detail.

Dynamic Level of Detail Terrain Rendering with Bézier Patches
Mike Rayner (Electronic Arts Canada)
Available Online at Gamasutra, 2002.
Abstract: This article discusses the terrain system used in EA's SSX title. An algorithm for the tessellation of polynomial surfaces is presented, which features adaptive tessellation with continuous level-of-detail while avoiding the introduction of cracks and seams between adjacent surfaces with different geometric resolution.

Comparison of VIPM Methods
Tom Forsyth (Mucky Foot Productions)
Game Programming Gems 2, 2001.
Abstract: View-Independent Progressive Meshing (VIPM) has moved from the status of an interesting research project, to promising new technology, to sensible addition to all the best engines, and now into the Direct3D graphics API itself. However, in an effort to push the performance of VIPM, and in particular to drive the hardware as efficiently as possible, several new forms have been developed, each with their own tradeoffs and characteristics. This article is intended as a guide to some of the more promising versions, and should help people decide which of the many variants to sue in particular situations.

Impostors: Adding Clutter
Tom Forsyth (Mucky Foot Productions)
Game Programming Gems 2, 2001.
Abstract: Impostering is about using sprites in a 3D scene, but instead of an artist drawing or rendering the sprites beforehand, they are updated on the fly. Instead of rendering a high-triangle object every frame, the high-triangle object is occasionally rendered to a texture-usually on the order of once every 5 to 50 frames. This article presents Impostors and describes how to render them, create update heuristics, and use prediction to determine how to orient the impostor each time it is rendered.

Simplified Terrain Using Interlocking Tiles

Greg Snook
Game Programming Gems 2, 2001.
Abstract: This article proposes a simple method for interlocking tiles that requires a minimal amount of coding. The technique offers the benefits of dynamically adapting detail levels and animation flexibility. It does this while maintaining a data system that is perfectly suited for hardware transform and lighting.

Never Let 'Em See You Pop - Issues in Geometric Level of Detail Selection
Yossarian King (Electronic Arts Canada)
Game Programming Gems, 2000.
Abstract:

View-Independent Progressive Meshing

Jan Svarovsky (Mucky Foot Productions)
Game Programming Gems, 2000.
Abstract:

Real-Time Dynamic Level of Detail Terrain Rendering with ROAM
Bryan Turner
Available Online at Gamasutra, 2000.
Abstract: Once the sole domain of flight simultations, outdoor landscaping is now finding its way into 3D action gaming. In this article Bryan Turner examines the state of the art in hardware accelerated landscape engines and the algorithms which power them, with particular emphasis on Real-time Optimally Adapting Meshes (ROAM).

Continuous LOD Terrain Meshing Using Adaptive Quadtrees
Thatcher Ulrich (Slingshot Game Technology)
Available Online at Gamasutra, 2000.
Abstract: As part of the R&D for Soul Ride, the game I'm currently working on, I experimented with the published algorithms, and eventually came up with an extension that eliminates the tradeoff between terrain size and close-up detail. This article presents my algorithm, along with its similarities and differences from the above-mentioned algorithms.

 
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