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jgl

Large Terrains

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Hi! I read this forum for a long time and now it's time for my first post and my first question. I've just read the paper Real-time Rendering and Manipulation of Large Terrains but I think i dont understand it. :( (I think my english is to bad...) The first thing I do not understand is: How do they store the terrain in memory (CPU and GPU). Do they hold a block (and some more, one for each LoD-Level) consisting of tiles for the whole terrain in memory and the gpu devides this block in smaler tilelets? Or is this totaly wrong? I've got more problems with this paper but maybe I'll can solve them if I understand the above. Perhaps someone who read the paper can explain it a little bit more? --- jgl

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This paper is really interesting. It really sounds like clipmapping 'reloaded'. Are you sure you need so much power in the first place? It truly sounds overkill for any hobby project.

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Quote:
Original post by Krohm
This paper is really interesting. It really sounds like clipmapping 'reloaded'. Are you sure you need so much power in the first place? It truly sounds overkill for any hobby project.


I dont want to use it in a hobby project. I have to write an artikel about it. But without understanding it that would be very difficult ;-)

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It's just a grid of height maps. It's not really that complicated, but typical of an academic paper to try and sound clever. The issues are how to cull visible tiles quickly, how to determine LoD of the tiles and how to cache tiles as you move around (they don't actually do this, which is why I'm not that impressed).

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