Research on Large Scale Terrain Generation Method Based on Geometry Clipmap Algorithm
Guannan He, Feng Tian, Guanglei Meng, Yan Feng Tian · 2018 IEEE 4th Information Technology and Mechatronics Engineering Conference (ITOEC) · 2018
In the OGRE terrain system, the LOD (Levels of Detail) algorithm has a problem of reduced rendering rate and reduced rendering efficiency in large-scale terrain generation. The GPU-based Geometry Clipmap algorithm is applied to large-scale terrain generation. The Geometry Clipmap algorithm uses the quadtree as the data structure of the terrain block. The terrain generation process based on the Geometry Clipmap algorithm is described, and the key factors for dynamically changing the pyramid structure of the clipmap are clarified. A comparative study of the two algorithms was performed. The experimental results show that the Geometry Clipmap algorithm can increase the frame rate of the flight simulation system and reduce the memory consumption, which provides a feasible direction for the development of the OGRE engine.