Efficient terrain triangulation and modification for game applications
Date of Issue2008
School of Computer Engineering
The most common representation of a terrain is a heightmap, which needs to be converted into a triangular mesh before rendering. In spite of many existing dynamic real-time algorithms for terrain LOD, an efficient offline terrain mesh representation is not well explored. The fundamental problem of producing an unstructured, yet well-sized, triangular mesh is solved by the properties of Delaunay triangulation, which maximizes the minimum angle for a given point set.
DRNTU::Engineering::Computer science and engineering::Software::Programming techniques
Nanyang Technological University