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International Journal of Computer Games Technology
Volume 2008, Article ID 316790, 5 pages
Research Article

Efficient Terrain Triangulation and Modification Algorithms for Game Applications

School of Computer Engineering, Nanyang Technological University, Singapore 639798

Received 28 September 2007; Accepted 3 March 2008

Academic Editor: Kok Wai Wong

Copyright © 2008 Sundar Raman and Zheng Jianmin. 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.


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.