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Terrain Rendering Techinques

Started by howbizarre79 Mar 21, 2005 at 5:05 AM 8 replies 3.1k views
Original Post
howbizarre79
howbizarre79
Hi ! I am doing research work on the various Terrain Generation techniques being used in the state of the art games. Apparently the two most widely used techniques are ROAM and QUADTREE, that provide Continuous LOD. But unfortunately I have not come across a single comparsion of the two techniques. So I was wondering if some one can specify the pros and cons of the two or point out some other better technique. Regards, Hussain
ngill
ngill
widely used != good

ROAM is a relatively complicated algorithm when you compare it to others. This just means more bugs to track down, and you need to do a bajillion things to get the frame rate to not suck.

I'd try Geometry clipmaps.

Other algorithms can be found at: http://vterrain.org/LOD/Papers/index.html
howbizarre79
howbizarre79
Quote:
Original post by ngill
ROAM is a relatively complicated algorithm when you compare it to others.


Humm do u imply that ROAM is the better option when compared to Quadtree ?

Quote:
Original post by ngill
I'd try Geometry clipmaps.
Other algorithms can be found at: http://vterrain.org/LOD/Papers/index.html


Thanks for the link ..... I will definitely look into these latest techniques.

Regards,
Hussain
kudi
kudi
i think you cannot compare quadtrees with roam. i mean quadtrees is a data structure, roam is more than just a binary tree. roam is also the technique where you work with a split and a merge queue. you can also do roam with a quadtree instead of a binary tree. roam 2.0 even makes use of a quadtree i think. in my opinion roam 2.0 is still the best technique if you are a good programmer, but it is really not simple to implement if you want to try it out yourself and not just copy and paste.

often it is said that roam is too cpu intensive, i do not think so, because it can also be used with patches like in geomipmapping. one advantage is that you do not have to worry about lod differences between two neighbouring patches, because this cannot happen with roam if you correctly use force splits.

the most impressive demonstration i have seen so far was the one of roam 2.0
The problem of Object Oriented Programming:Everybody tells you how to use his classes, but nobody how not to do it !
howbizarre79
howbizarre79
Quote:
Original post by kudi
i think you cannot compare quadtrees with roam. i mean quadtrees is a data structure, roam is more than just a binary tree. roam is also the technique where you work with a split and a merge queue.

Thanks kudi. Yeah definitely I was wrong in my statement of comparing ROAM with Quadtree. I am going through the various techniques mentioned at

http://vterrain.org/LOD/Papers/index.html

I will definitely post my findings when am done reading the stuff.

Regards,
Hussain.
AdrianL
AdrianL
Quote:
Original post by kudi
the most impressive demonstration i have seen so far was the one of roam 2.0


Where can I download a demo, what was impressive about it?
kudi
kudi
it has high polygon count, what i think is the most difficult part in terrain rendering:

http://www.cognigraph.com/ROAM_homepage/ROAM2/roam40postcard.html

actually i dont know if it is still impressive, it is not new, but todays demos often dont run anymore on my laptop, but have lower qulity as i can see on movies. ok, perhaps clipmaps could be a better solution.
The problem of Object Oriented Programming:Everybody tells you how to use his classes, but nobody how not to do it !
Raloth
Raloth
I would start with geomipmapping. It's method of simplifying the terrain might not be the most representative of the real shape, but it's incredibly easy to implement and very hardware friendly. All of the data can be precomputed so there isn't much of a processor overhead on it.
____________________________________________________________AAAAA: American Association Against Adobe AcrobatYou know you hate PDFs...
paic
paic
Hi,

Take a look at the geometry clipmap papers (link given in the first reply) it's really not complicated to implement, and probably one of the most hardware friendly method I know.
Even without all the compression / decompression parts of the paper, you can render a 4096x4096 heightmap without any problem (did that in only 2 days ... ok, so far I don't use any texture, but it still runs at 150+FPS with the Debug version of DirectX ^^)

.:: Paic Citron ::.
muhkuh
muhkuh
I used this for private project:

http://users.belgacom.net/gc610902/

I really like it.

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