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Terrain Rendering
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Classic paper: "Real-Time, Continuous Level of Detail rendering of Height
Fields" (CLOD)
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No TIN (triangulated irregular network)
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Regular triangular structure with vertices deleted or added according to
estimated screen space error.
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No problems with popping artifacts when screen space error forced to stay
below one pixel.
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Refinement is computationally cheaper than simplification, so start with
a coarse mesh and then refine.
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Recent Paper: "Geometry Clipmaps:
Terrain Rendering Using Nested Regular Grids"
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Hierarchical set ("pyramid") of different resolutions
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Torodial access
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Possible Project 1: Store a gigabyte-sized terrain (generated through random
numbers?) as a set of square blocks on the hard disk. Load and unload a
subset of those blocks to main memory to make sure that the vicinity of
the moving viewer is always available in RAM. Render the result as an 2D
map or render the result as a 3D view, possibly employing torodial updates
of the geometry data on the graphics card.
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Recent Paper: "Rendering Procedural Terrain by Geometry Image Warping"
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Use geometry images to control positions of vertices that are always rendered
with the same topology.
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Concentrate geometry where it pays off.
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Possible Project 2: Use texture maps in vertex shaders (Shader Model 3.0)
to do something similar with a grid that is adapted to the view frustum
but (at first?) not adapted to the features of the terrain.
Stereoscopy
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Autostereoscopic 3D Display with a large number (e.g., eight) of frames
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Autostereoscopic 3D Display with two frames, Shutter Glasses, Head-Mounted
Display
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Big solution: separate left and right video connections; small solution:
time-sequential left/right image frames with only one connection
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Programming
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OpenGL quadbuffer
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Only on very expensive graphics cards; look for the special 3-pin connector
for shutter glasses
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Four buffers (left/right with front/back each) allow for easy stereoscopic
rendering
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Nvidia graphics cards
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Shutter glasses can be conneted via a breakout cable at the VGA connector
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Driver can generate stereoscopic views automatically, by rendering twice
and shifting the view matrix correspondingly
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(Quite complicated) code examples available to actually genreate left and
right image manually
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Head tracker
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Adjust view matrix according to orientation of head
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OpenAL, DirectSound, ...
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Create positional 3D audio
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Even more effective with head tracker
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Possible Project: Create a demo application for the HMD using the head
tracker and 3D sound.