Game Development Reference

In-Depth Information

(a)

(b)

Figure 1.10.
Example of rendered viewable regions (a) without using and (b) using the

LOD Transition Algorithm described in this section.

The first optimization involved us separating the height calculation based on

whether we were using the algorithm to displace geometry, or to calculate the

surface normal. In the case of geometry displacement, we reduced the number of

accumulation iterations (octaves) in the algorithm. This resulted in a less detailed

displacement with the benefit of a moderate speed increase. To counteract the

loss of displacement detail, we let the surface normal calculation proceed with

a higher number of accumulation iterations (octaves). This resulted in greater

visual detail. Each application of the algorithm will have its own balance between

speed and detail, but the gains when finding the right balance can be significant.

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