A Real-Time 3D Terrain Engine

being a dissertation submitted in partial fulfilment of the
requirements for the degree of Master of Science
at the University of Hull
September 1999

Abstract

Terrain visualization is one of the most fascinating and interesting fields in computer graphics. Although its application areas are endless and a significant amount of research has gone into modeling and rendering of terrain, it remains one of the most challenging problem areas.

For realistic representation of terrain, millions of triangles are required. Such detail easily overwhelms even state of the art systems, which can not cope with the huge numbers of polygons needed to represent detailed terrain. Bottlenecks occur primarily in the geometry part of the graphics pipeline.
An even greater challenge is the proper texturing of the terrain. In order to recognize areas of the landscape, unique textures revealing local features (cliffs, fields, houses) are needed. These typically occupy several gigabytes and overload the system memory.

The focus of this project is the development of a terrain engine which addresses these problems, employing specialized optimization methods
, procedural generation algorithms for nature simulation, infinite terrain and algorithms to allow “low-end” computers with 3D capabilities to visualize high complexity landscapes at interactive frame rates.

Author Note (2004): At 1999 the Terrain Engine implemented as part of this Dissertation was one of the first which implemented Real-time infinite procedural generation using specialized optimization methods and algorithms to allow “low-end” computers with 3D capabilities to visualize high complexity landscapes at interactive frame rates.


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