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Discrete Terrain Level of Detail (LOD)
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A C++ Direct X implementation of discrete level of detail and noise generation applied to a terrain. Various noise types (value, perlin, multi-fractal, FBM) are applied to a static plane in the GPU while the LOD splits the mesh where appropriate based on parameters such as distance from the camera, tile screen space and frustum culling. This ensures that elements closer to the camera recieve the most detail