Terrain LOD: Runtime Regular-Grid Approaches
Miscellaneous Notes...
Elevation Paging
- it is desirable to support terrain larger than memory
- however, there are very few papers or
implementations which
address the paging in-and-out of terrain detail
- perhaps one possible solution, for regular-grid terrain, would be to do
an analogous thing with elevation that Clipmapping
does with textures.
- there are 2 types of paging:
- blocks are paged in on demand, at full resolution
- blocks can be paged in at low-detail, then higher levels of detail
incrementally
- the second capability is far more useful and potentially more difficult
Streaming
- if you can page terrain data, it follows that with a little more
effort you can stream it from sources such as the internet
Resources
- the Game Developer's
Algorithms
Mailing List (GDAlgo) at 3DGameDev.com
hosts a lively discussion of terrain algorithms
- reducing memory requirements for
regular heightfields
- storing delta values by Steve Baker
- "wavelet compression" might have some
application to terrain LOD - it can bring in successive amounts of
detail into an image in a way that seems to be directly analogous to height
fields
- the book Texturing and Modelling: A Procedural Approach, pp
248-255, describes "Surflets", wavelets applied to
surfaces
- it does hint at an application to heightfields and LOD, but only
barely - mostly it talks about volumetric stuff and non-realtime
rendering approaches