Game Programmer Portfolio

  Patch-Based LOD Terrain  
 
One of my fourth-term assignments was to implement a patch-based LOD terrain system. This involved reading in height data from file, breaking the data into a user-specified number of chunks, and creating one vertex buffer and many index buffers for each chunk to allow LOD changes without gaps or T-junctions. Additionally, I added a root mean square error algorithm to determine the intrinsic detail within each chunk to allow the LOD to be biased up for chunks that require more detail when viewed from a distance.

This project was invaluable in future terms, as it allowed me to quickly and easily prototype ideas for a procedural terrain generator, which later became Gaia, my Master's project.  I also incorporated this code, with some minor changes, into Gaia itself, for rendering 3D previews of user-generated terrain heightmaps.


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Copyright © 2005-2007 J. Kyle Pittman and The Guildhall at SMU.  All rights reserved.