Games104 Introduction to Modern Game Engines - Atmosphere and Cloud Rendering in Lecture6 Games (Part 1)

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1 Terrain rendering

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LOD:
The terrain is continuous, which is different from GO.
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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.

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Principle 1: Related to FOV
Principle 2: Error compare to ground truth (pre-computation)

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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.
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This method is efficient, but counterintuitive.
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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.
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Resource management is implied.
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degenerate triangle, adsorption,

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3 Triangulated Irregular network(TIN)

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4 GPU-based tessellation

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Mesh Shder

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dynamic terrain

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5 Non-Heightfield Terrain

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6 Voxels - Marching Cubes

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7 Coloring the Terrain

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Splatting: But there is still a problem. When the camera moves and looks from top to bottom, there will be obvious gaps
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Solution: add a bias, 0.2

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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.

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Parallax Mapping - Visual only, geometric boundaries are still smooth.

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virtual Texture

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Core idea: Load the used things into the memory, and throw the unused things on the hard disk. Basically use this.
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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.

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9 Overflow of floating point numbers

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Solution:
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2 Rendering of trees

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3 Decorator Rendering

Expressed in a simple mesh,
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4 Road Rendering

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Decals:

virtual texture:
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Origin blog.csdn.net/qq_41286360/article/details/124283368