Abstract
An efficient terrain generation algorithm is developed, based on constrained conforming Delaunay triangulation. The density of triangulation in different regions of a terrain is determined by its flatness, as seen from a height map, and a control map. Tracks and other objects found in a game world can be applied over the terrain using the “stenciling” and “stitching” algorithms. Using user controlled parameters, varying levels of detail can be preserved when applying these objects over the terrain as well. The algorithms have been incorporated into 3dsMax as plugins, and the experimental results demonstrate the usefulness and efficiency of the developed algorithms.
Cite
CITATION STYLE
Raman, S., & Jianmin, Z. (2008). Efficient Terrain Triangulation and Modification Algorithms for Game Applications. International Journal of Computer Games Technology, 2008(1). https://doi.org/10.1155/2008/316790
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