Game Development Reference
In-Depth Information
1.2.2 Algorithm Overview
The algorithm operates in three stages:
Stage 1. Create the initial input stream of one or more viewable regions contain-
ingthearea(s)tobeviewed.
Cull
Region?
Intermediate
Region Buffer
No
Ye s
Subdivide
Region?
Split Region
Initialization
Ye s
No
Dispose Region
Final
Region Buffer
Output
Region LOD
Stage 2. Take the initial input stream of viewable regions from Stage 1 and it-
eratively process each viewable region utilizing the Subdivision Algorithm
(explained in Section 1.2.3).
Cull
Region?
Ye s
Intermediate
Region Buffer
No
Subdivide
Region?
Split Region
Initialization
Ye s
No
Dispose Region
Final
Region Buffer
Region LOD
Output
Stage 3. Render the resulting final output stream of viewable regions from Stage 2.
At this stage, we utilize an LOD Transition Algorithm (explained in Sec-
tion 1.2.4 ), as well as a Procedural Height Generation Algorithm (explained
in Section 1.2.5 ) to render the resulting terrain.
Cull
Region?
No
Ye s
Intermediate
Region Buffer
Subdivide
Region?
Split Region
Initialization
Ye s
Dispose Region
No
Final
Region Buffer
Region LOD
Output
1.2.3 Subdivision Algorithm
In Stage 2 of the algorithm, for each iteration, we feed an input stream of viewable
regions into the geometry shader stage of the rendering pipeline.
The input
 
 
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