Media Summary: Created using: - OpenGL (core profile 400) - QT - Boost -NGLlib. This week I have improved the LOD algorithm of my In this demonstration I show the morphing between subdivision levels since I switched to an implementation of the

Cdlod Terrain Rendering - Detailed Analysis & Overview

Created using: - OpenGL (core profile 400) - QT - Boost -NGLlib. This week I have improved the LOD algorithm of my In this demonstration I show the morphing between subdivision levels since I switched to an implementation of the This video is an early demonstration of a novel circular level of detail approach for I've expanded the map to include central spain, the eastern Black Sea Coast, and parts of the Upper NIle and Euphrates. Authors:Enrico Gobbetti, Fabio Marton, Paolo Cignoni, Marco Di Benedetto, and Fabio Ganovelli We describe a compressedĀ ...

Hardware-Optimized Terrain Rendering with Continuous Level of Detail From the Springer article: A GPU persistent grid mapping for Application of QuadTree structure to dynamically build In this video we're going to wrap up the discussion about Geomipmapping, our algorithm for continuous level of detail. We focusĀ ...

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CDLOD Terrain Rendering
CDLOD Terrain Implementation
How CDLOD works
Terrain Rendering Smooth LOD
OpenGL Planet Rendering Demo 3 -  triangle CDLOD morphing
How Open World Games Optimize Terrain Rendering
CDLOD technique demo ('hawaii' dataset)
Terrain Rendering Circular LOD
Terrain rendering with expanded map (reupload)
CDLOD Procedural Planet work in progress.
C-BDAM - Compressed Batched Dynamic Adaptive Meshes for Terrain Rendering
CDLOD technique demo ('califmtns' dataset)
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CDLOD Terrain Rendering

CDLOD Terrain Rendering

My implementation of a

CDLOD Terrain Implementation

CDLOD Terrain Implementation

Created using: - OpenGL (core profile 400) - QT - Boost -NGLlib.

How CDLOD works

How CDLOD works

How CDLOD works

Terrain Rendering Smooth LOD

Terrain Rendering Smooth LOD

This week I have improved the LOD algorithm of my

OpenGL Planet Rendering Demo 3 -  triangle CDLOD morphing

OpenGL Planet Rendering Demo 3 - triangle CDLOD morphing

In this demonstration I show the morphing between subdivision levels since I switched to an implementation of the

How Open World Games Optimize Terrain Rendering

How Open World Games Optimize Terrain Rendering

GitHub repo: https://github.com/Catalin142/

CDLOD technique demo ('hawaii' dataset)

CDLOD technique demo ('hawaii' dataset)

Old demo for the

Terrain Rendering Circular LOD

Terrain Rendering Circular LOD

This video is an early demonstration of a novel circular level of detail approach for

Terrain rendering with expanded map (reupload)

Terrain rendering with expanded map (reupload)

I've expanded the map to include central spain, the eastern Black Sea Coast, and parts of the Upper NIle and Euphrates.

CDLOD Procedural Planet work in progress.

CDLOD Procedural Planet work in progress.

My own implementation of the

C-BDAM - Compressed Batched Dynamic Adaptive Meshes for Terrain Rendering

C-BDAM - Compressed Batched Dynamic Adaptive Meshes for Terrain Rendering

Authors:Enrico Gobbetti, Fabio Marton, Paolo Cignoni, Marco Di Benedetto, and Fabio Ganovelli We describe a compressedĀ ...

CDLOD technique demo ('califmtns' dataset)

CDLOD technique demo ('califmtns' dataset)

Old demo for the

CDLOD

CDLOD

CDLOD

CDLOD - various params

CDLOD - various params

Details on http://vertexasylum.com/2010/07/11/oh-no-another-

CDLOD instanced terrain

CDLOD instanced terrain

Implementation of

Hardware-Optimized Terrain Rendering with Continuous Level of Detail

Hardware-Optimized Terrain Rendering with Continuous Level of Detail

Hardware-Optimized Terrain Rendering with Continuous Level of Detail

A GPU persistent grid mapping for terrain rendering

A GPU persistent grid mapping for terrain rendering

From the Springer article: A GPU persistent grid mapping for

QuadTree Based Terrain LOD

QuadTree Based Terrain LOD

Application of QuadTree structure to dynamically build

The LOD Manager // Terrain Rendering episode #8

The LOD Manager // Terrain Rendering episode #8

In this video we're going to wrap up the discussion about Geomipmapping, our algorithm for continuous level of detail. We focusĀ ...