Procedural Terrain Detail Based on Patch-LOD Algorithm

  • Xuexian Pi
  • Junqiang Song
  • Liang Zeng
  • Sikun Li
Part of the Lecture Notes in Computer Science book series (LNCS, volume 3942)


The navigation and rendering of very large-scale terrain are facing a difficult problem that the geometry data and texture data cannot be used directly due to the storage space, computation capacity, and I/O bandwidth. To provide more realistic detail of terrain scene, procedural detail is a good solution. Firstly, this paper introduces a method of procedural geometry based on the terrain tile quad-tree and the Patch-LOD algorithm. Then, the texture generation operator is described and the method of dynamic pre-computation of patch-texture is presented. Finally, the experimental system based on these above ideas and methods has been implemented. The experimental results show that these methods are effective and are appropriate to the development of 3D games and battlefield applications.


Terrain Data Procedural Texture Texture Patch Neighbor Tile Terrain Visualization 
These keywords were added by machine and not by the authors. This process is experimental and the keywords may be updated as the learning algorithm improves.


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Copyright information

© Springer-Verlag Berlin Heidelberg 2006

Authors and Affiliations

  • Xuexian Pi
    • 1
  • Junqiang Song
    • 1
  • Liang Zeng
    • 1
  • Sikun Li
    • 1
  1. 1.School of ComputerNational University of Defense TechnologyChangshaChina

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