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Submitted by Ernest Szoka, posted on May 14, 2002




Image Description, by Ernest Szoka



These are pictures from my Terrain engine (yes yet another one!). What makes this one special is the frustum culling technique (no quad tree, just a frustum projection onto two min/max height planes followed by a polygon fill approach to culling the perimeter) and a Triangle Strip Preserving LOD (level of detail) based with geo-morphing (vertex interpolation between levels of detail). You can look at the paper on this project and download the demo at http://chat.carleton.ca/~eszoka/tstriplod/tstrip.htm (note: demo takes 30 seconds to generate the terrain texture, but this is only done once).

Other features include fast collision detection on the mesh, quake style wavy-water, terrain height relief texturing, terrain lighting/shadows, lens flare and sprites that only draw if the LOD of the terrain beneath them is appropriate.


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