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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. |