Landscapes and Terrain |
Topic |
Author |
Description |
|
Adding Realistic Rivers to Random Terrain [Added: 3/15/2004]
|
David Clyde
|
Discusses a method for adding rivers to randomly generated terrain that adds a realistic touch. |
|
Box Filtering Height Maps for Smooth Rolling Hills [Added: 10/23/2004]
|
Graham Wihlidal
|
Explains how to remove the sharp edges in height maps using a simple convolution filter. |
|
Continuous LOD Terrain Meshing Using Adaptive Quadtrees [Added: 2/29/2000]
|
Thatcher Ulrich
|
Presents an terrain algorithm that allows large landscapes with a high level of close-up detail. |
|
Fast Computation of Terrain Shadow Maps [Added: 5/7/2002]
|
Mircea Marghidanu
|
Covers the lighting and shadowing aspects of terrain rendering. |
|
How To Render Landscapes [Added: 8/25/1999]
|
James Sharman
|
|
|
Normal Computations for Heightfield Lighting [Added: 8/4/2005]
|
Jeromy Walsh
|
Explains the most common algorithms for computing vertex and surface normals in a heightfield. |
|
Procedural Planets Part 1 - Structure [Added: 3/21/2004]
|
Andrew True
|
Covers a triangle tessellation/data structure for procedural meshes that is different from the usual RTIN ROAMs and significantly different from Diamond LoDs |
|
Real-Time Dynamic Level of Detail Terrain Rendering with ROAM [Added: 4/11/2000]
|
Bryan Turner
|
Examines the state of the art in hardware accelerated landscape engines and the algorithms which power them, with particular emphasis on Real-time Optimally Adapting Meshes (ROAM). |
|
Real-Time Heightmap Self-Shadowing Using the Strider Technique [Added: 7/22/2004]
|
Matthew Strahan
|
Describes a technique for creating terrain shadows. |
|
ROAMing Terrain: Real-time Optimally Adapting Meshes [Added: 6/7/2000]
|
Mark Duchaineau, et al.
|
Presents the ROAM (Real-time Optimally Adapting Meshes) method of terrain generation. |
|
'Slope Lighting' Terrain [Added: 7/8/2001]
|
Charlie Van Noland
|
Describes a fast terrain lighting technique. |
|
Spectral Synthesis Noise for Creating Terrain [Added: 1/11/2000]
|
druid
|
druid presents a flexible algorithm for producing very realistic and usable terrain, along with source code and executables |
|
Super Frustums [Added: 11/3/2003]
|
Borja Fdez. Gauna
|
Provides a high-level analysis of 3 methods of managing large terrains. |
|
Terrain Generation Using Fluid Simulation [Added: 9/30/2003]
|
Francis Woodhouse
|
Proposes a new method of terrain heightmap generation that uses an iterative process, treating the heightmap as a highly viscous and rubbery fluid. |
|
Terrain Geomorphing in the Vertex Shader [Added: 5/8/2003]
|
Daniel Wagner
|
This article, excerpted from the upcoming ShaderX2 - Shader Programming Tips and Tricks, discusses the implementation a fast terrain renderer which works optimally with current 3D hardware. |
|
Terrain Reasoning for 3D Action [Added: 10/3/2001]
|
William van der Sterren
|
Terrain reasoning gives the AI the
capability to take terrain into account terrain in planning, decision making,
action, and communication. |
|
Texturing Heightmaps [Added: 5/12/2005]
|
John Dexter
|
Gives a brief introduction to heightmaps before looking at some basic ways to color and texture a heightmapped terrain. |
|
The Second Life of Brute Force Terrain Mapping [Added: 6/20/2002]
|
Sander Maréchal
|
The article describes how advances in 3D hardware have benefitted terrain mapping algorithms. With the current state of technology, the brute force has become, in some situations, a realistic alternative to modern CLOD mapping. |
|
Uniform Terrain Decalcomania [Added: 6/29/2004]
|
Graham Towse
|
Provides an introduction about how to apply decals such as scorch marks to terrain. |
|
Using Bitmaps for Automatic Generation of Large-Scale Terrain Models [Added: 6/7/2000]
|
Kai Martin
|
Introduces a bit-map based technique that helps automatically generate terrain, while still giving artists and world builders control over the details. |
|