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1 Batch Quadtree Terrain
The technique we present here improves upon a popular terrain
level-of-detail algorithm which renders using a quadtree of fixedresolution
mesh blocks [Strugar 2009]. Our approach retains the
flexibility of this method while improving its geometric batch efficiency,
enabling performance more competitive to specialized techniques
such as [Cignoni et al. 2003] and [Losasso and Hoppe 2004].
In the traditional version, a block is a single batch; each accounts
for exactly one draw call. During rendering, a top-down traversal is
used where each block node is recursively subdivided (Figure 1) to
satisfy a screen-space error metric [Urlich 2002]. As one can see,
the granularity of the resulting triangular refinement is determined
by the depth of subdivision at a given point. |
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