Voxel-based terrain for real-time virtual simulations
by Lengyel, Eric Stephen, Ph.D., UNIVERSITY OF CALIFORNIA, DAVIS, 2010, 148 pages; 3404919

Abstract:

This dissertation provides the theoretical basis and implementation details for a complete and practical real-time voxel-based terrain rendering system. We first present a modified Marching Cubes algorithm designed to eliminate choices arising from ambiguities in the original algorithm and its successors in order to facilitate a faster implementation and to simplify the design of a level-of-detail algorithm. The modified Marching Cubes algorithm is extended to operate on voxel data at multiple resolutions in such a way that triangle meshes produced at all levels of detail correctly match geometrical features. We introduce a robust method for seamlessly joining voxel-based terrain meshes of different levels of detail and establish a transition structure that both simplifies the triangulation problem and eliminates the potential for shading artifacts. Finally, we discuss methods for applying texture maps and advanced shading techniques to voxel-based terrain meshes. These methods are designed to be fast and compatible with the widest possible range of graphics hardware across multiple platforms.

 
AdviserJohn D. Owens
SchoolUNIVERSITY OF CALIFORNIA, DAVIS
SourceDAI/B 71-06, p. , Jul 2010
Source TypeDissertation
SubjectsComputer science
Publication Number3404919
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