A Marco-Triangle-Based Algorithm for Large Terrain Rendering
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Graphical Abstract
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Abstract
In this paper, a terrain render algorithm is developed based on marco-triangle conception, which called Hyper real-time optimally adapting meshes algorithm (Hyper-ROAM). The algorithm can take full advantage of the hardware features of modern GPU, realizing large-scale terrain for real-time continuous level of detail rendering. By adjusting the complexity of macro-triangle, the traditional ROAM becomes a special case of Hyper-ROAM algorithm space. Our tests shown that the traditional ROAM is usually not the best case. It is more efficient to select a proper complexity of the marco-triangles.
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