Games104 Getting Started with Modern Game Engines - Atmosphere and Cloud Rendering in Lecture6 Games
- 1 Terrain rendering
- 2 Rendering of trees
- 3 Decorator Rendering
- 4 Road Rendering
1 Terrain rendering
LOD:
The terrain is continuous, which is different from GO.
It is related to FOV.
If the screen has the same amount of pixels, the amount of pixels occupied by each triangle will increase under a small fov.
Principle 1: Related to FOV
Principle 2: Error compare to ground truth (pre-computation)
How to make the triangle sparse?
1 Triangle-based subdivison
Always cut the bottom of the isosceles triangle and divide it into two triangles
The highlighted ones are under fov. 135°. The game is generally around 70-80.
This method is efficient, but counterintuitive.
2 QuadTree-Based Subdivision
At present, all quadtrees are used,
and the results are regular, in line with the data specifications, and in line with people's feelings.
Resource management is implied.
degenerate triangle, adsorption,
3 Triangulated Irregular network(TIN)
The number of triangles will be low. It is used for deserts, and rarely used for others.
4 GPU-based tessellation
Mesh Shder
dynamic terrain
5 Non-Heightfield Terrain
6 Voxels - Marching Cubes
7 Coloring the Terrain
Splatting: But there is still a problem. When the camera moves and looks from top to bottom, there will be obvious gaps
Solution: add a bias, 0.2
3D texture: Interpolation will be done between texuters, there is a relationship between
texture arrya: There is no relationship between layers and textures between layers.
Parallax Mapping - Visual only, geometric boundaries are still smooth.
virtual Texture
Core idea: Load the used things into the memory, and throw the unused things on the hard disk. Basically use this.
8 Hardware Development
The files are all compressed and decompressed in the graphics card.
DMA: The graphics card reads directly from the disk and does not write to the memory.
9 Overflow of floating point numbers
Solution:
2 Rendering of trees
3 Decorator Rendering
Expressed in a simple mesh,
4 Road Rendering
Decals:
virtual texture: