Wednesday 24 April 2013

Ermodelan Bentuk Muka Bumi Untuk Permainan Berkomputer Menggunakan Teknik Real-Time Optimally Adapting Meshes (Roam)


Abstract

          Terrain visualization is a difficult problem that had been plaguing applications requiring accurate images of large datasets at high frame rates, such as flight simulation. On current graphics hardware, the problem is to maintain dynamic, view-dependent tringle meshes and texture maps that produce acceptable images at the required frame rate. This project focus on the research of the terrain rendering algorithms which is the solution for the real-time terrain modeling problem. We evaluate and compare two techniques; View-Dependent Progressive Meshes (VDPM) and Real-time Optimally Adapting Meshes (ROAM). Based on this research, we have managed to conclude that ROAM technique is superior than VDPM technique. A prototype will be built using the ROAM algorithm based on the basic criteria specified.

No comments:

Post a Comment