November 2002
Intermediate to advanced
848 pages
19h 59m
English
Terrain rendering is of major interest to game and simulation developers. Most developers who attempt to program a terrain algorithm soon discover that dynamic caching of the terrain data becomes necessary in order to represent a data structure of any reasonably large size.
One algorithm that has gathered a lot of interest in recent years is the Real-time Optimally Adapted Mesh algorithm (Duchaineau, et al., 1997). In collaboration with Paul Byrne of Sun and Justin Couch and Alan Hudson of Yumetech, we have developed a prototype implementation of the ROAM algorithm in Java 3D with image tiling for texture mapping. Another contributor to this project is one of the authors of the original paper, Mark Duchaineau ...