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Dynamic Level of Detail Terrain Rendering with Bézier Patches Conclusions and Future work The terrain system discussed in this paper has been implemented in SSX, and SSX Tricky. The system stores only patch control information requiring a much smaller memory footprint over vertex geometry. Through dynamic level of detail the number of polygons rendered by the graphics hardware is reduced without noticeable quality loss. The system does not introduce seams between patches of different tessellation levels by ensuring identical edge tessellation on boundaries between patches that maintain C0 continuity. Neighbouring information is not required at run time in order to avoid LOD seems.
For terrain
systems that have limited memory storage (especially video game consoles)
but still require large environments and high geometric detail, Bézier
patches provide very good compression. The cost of rendering terrain geometry
at constant resolution is more expensive than necessary and does not scale
well to lower powered graphics hardware. The system presented here attempts
to decrease the memory and polygon costs of rendering a complex terrain.
With the addition of a patch caching system the performance of this terrain
architecture would scale nicely across lower powered machines. For Further Information Michael E. Mortenson, Geometric Modelling Second edition. Wiley Computer Publishing, 1997 Watt & Watt, Advanced Animation and Rendering Techniques Theory and Practice. Addison-Wesley, ACM Press. 1992 Foley, vanDam, Feiner, and Hughes, Computer Graphics: Principles and Practice. Second Edition. Addison-Wesley Publishing, 1990
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