One of the main challenges encountered by interactive graphics programmers involves presenting high‐quality scenes while retaining real‐time frame rates on the hardware. To achieve this, level‐of‐detail techniques can be employed to provide a form of control over scene quality versus performance. Several algorithms exist that allow such control, including the real‐time optimally adapting mesh (ROAM) algorithm specifically aimed at terrain systems. Although ROAM provides an excellent approach to terrain visualization, it contains elements that can be difficult to implement within a game system. This paper hopes to discuss these factors and provide a more game‐orientated implementation of the algorithm.
CITATION STYLE
White, M. (2008). Real‐Time Optimally Adapting Meshes: Terrain Visualization in Games. International Journal of Computer Games Technology, 2008(1). https://doi.org/10.1155/2008/753584
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