Large-Scale Terrain Rendering for Outdoor Games
Le résumé fourni par la source
Visualizing large scale landscapes on current generation consoles is a challenging task, because of the restricted amount of memory and processing power compared with high-end personal computers. This chapter describes limitations and deals with the different content creation, rendering, and performance issues. A variety of industry solutions exist for both representing terrain geometry and texturing its surface. The research solution is based on per-pixel splatting from tiling atlas texture elements, thus it reuses texels over the entire surface of the terrain. This is similar to techniques implemented in other games, but instead of using just height- and slope-based rules with additional noise to determine the terrain type at any given pixel, it also relies on precomputed data. Extending the asset creation and rendering by using procedural techniques proved to be invaluable. The techniques helped create the basis for various outdoor art assets through subtle parameter changes, thus saving time.
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Le contrôle bibliographique ouvert
DOI retrouvé dans Crossref DOI retrouvé ; titre concordant.
- Titre Crossref
- Large-Scale Terrain Rendering for Outdoor Games
- Date Crossref
- 27/04/2018
- Éditeur
- A K Peters/CRC Press
- Type
- book-chapter
Ce recoupement confirme des métadonnées liées au DOI. Il ne confirme ni la méthode ni les conclusions de l’étude, et il ne compte pas comme une seconde source scientifique indépendante.