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Home » Articles & Resources » Programming » Game Programming » Landscapes and Terrain
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Landscapes and Terrain

Resources Listed: 20
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. 
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