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International Journal of Computer Games Technology
Volume 2008 (2008), Article ID 753584, 7 pages
doi:10.1155/2008/753584
Real-Time Optimally Adapting Meshes: Terrain Visualization in Games
Department of Computing and Mathematics, Manchester Metropolitan University, All Saints, Manchester M15 6BH, UK
Received 27 September 2007; Accepted 21 December 2007
Academic Editor: Kok Wai Wong
Copyright © 2008 Matthew White. This is an open access article distributed under the Creative Commons Attribution License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited.
Abstract
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.