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Terrain

Terrain Occlusion Culling with Horizons |  |
Abstract: This article describes an occlusion culling technique for outdoor scenes based on heightfield terrain geometry. Unlike other terrain occlusion culling techniques, it does not require expensive offline preprocessing, so it is able to adapt on the fly to dynamically changing terrain.
Destruction on a Diet
Abstract: This presentation follows the evolution of techniques for environmental interactivity successfully used in Twisted Metal: Black, War of the Monsters, and Downhill Domination. The lecture covers efficient methods for destruction and secondary AI, with a description of the entire process from asset creation, through the tool chain, and into the implantation of the run-time behaviors. Also discussed are the implications of a changing topology with dynamic elements on AI and network play.
Fast Heightfield Calculation |  |
Abstract: Heightfields are two-dimensional arrays of height values, commonly used to store terrain or water surface data, and are also commonly used for calculating bump maps. This article will describe how we can take advantage of the special characteristics of heightfield meshes to significantly optimize vertex normal calculation.
Methods for Dynamic, Photorealistic Terrain Lighting |  |
Abstract: This article will present several methods for producing high-quality, physically based lighting solutions for terrain under dynamic lighting conditions. Topics include: Sunlight (Horizon Angles, Shadow Ellipses, and PTMs), Skylight (Radiosity Approximations and Patches), Animated Cloud Shadows, Video-Based Solutions, and Nonterrain Objects.
Building a Flexible Terrain Engine for the Future |  |
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Visible Terrain Grid Determination Using the Frustum |  |
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Pixel Shader Optimizations for Terrain Rendering |  |
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Dynamic Level of Detail Terrain Rendering with Bézier Patches
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.
Simplified Terrain Using Interlocking Tiles |  |
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.
Real-Time Realistic Terrain Generation |  |
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Fractal Terrain Generation - Fault Formation |  |
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Fractal Terrain Generation - Midpoint Displacement |  |
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Fractal Terrain Generation - Particle Deposition |  |
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Using Bitmaps for Automatic Generation of Large-Scale Terrain Models
Abstract: As game worlds (especially online, persistent ones) get larger, game development teams need efficient ways of creating large expanses of terrain without having to build it manually. Kai Martin introduces a bit-map based technique that helps automatically generates terrain, while still giving artists and world builders control over the details.
Real-Time Dynamic Level of Detail Terrain Rendering with ROAM
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
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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