Abstract [eng] |
Often the bottleneck in the real-time 3D rendering applications is the rendering of a terrain. Geomipmap algorithm is analyzed here as it is one of the best terrain rendering algorithms known. It is much more versatile and flexible in comparative to geoclipmap and still often outperforms its main rival. The idea is to eliminate every other vertex in order to get a lower level of detail, thus having all the geometry in several immutable vertex and index buffers. An optimization is proposed that utilizes the lower bound of terrains generated from a heightmap. The idea is not to render the triangles that are exactly on the lower bound of a terrain and to cover all the eliminated triangles with a single plane. Even though the effectiveness of the optimization is highly dependent on the exact form of the terrain, the high performance gain observed in the analyzed scenes is valuable even if it would only occur in very rare cases. It is shown that the performance gain can actually be observed in quite a variety of scenes. |