Multi-Resolution Deformation in Out-of-Core Terrain Rendering.
William E. Brandstetter, Joseph D. Mahsman, Cody J. White, Sergiu M. Dascalu, J. S. Harris · 2007
Large scale terrain rendering in real-time is a well known problem across the computer graphics community which has garnered many solutions relying on dynamic level of detail changes to the terrain. These algorithms typically fit into two categories: in-core and out-of-core. Out-of-core algorithms usually require data to remain static, thus disallowing terrain modification whereas in-core algorithms allow for deformation, but usually require updating of modified data through a data hierarchy which can potentially be a slow process. This paper presents a solution for out-of-core deformable terrain rendering that works in real-time. Since the requirements of in-core deformable terrain do not scale to an out-of-core system, the need for data propagation and recalculation of error bounds has been eliminated.