dc.contributor.authorSundar Ramanen_US
dc.date.accessioned2011-12-27T08:24:49Z
dc.date.accessioned2017-07-23T08:29:23Z
dc.date.available2011-12-27T08:24:49Z
dc.date.available2017-07-23T08:29:23Z
dc.date.copyright2008
dc.date.issued2008
dc.identifier.citationSundar, R. (2008). Efficient terrain triangulation and modification for game applications. Master’s thesis, Nanyang Technological University, Singapore.
dc.identifier.urihttp://hdl.handle.net/10356/47472
dc.description123 p.en_US
dc.description.abstractThe 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.en_US
dc.rightsNanyang Technological Universityen_US
dc.subjectDRNTU::Engineering::Computer science and engineering::Software::Programming techniquesen_US
dc.titleEfficient terrain triangulation and modification for game applicationsen_US
dc.typeThesisen_US
dc.contributor.schoolSchool of Computer Engineeringen_US
dc.contributor.supervisorZheng Jianminen_US
dc.description.degreeMASTER OF ENGINEERING (SCE)en_US


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