ROAM

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Real-time optimally adapting mesh (ROAM), is a continuous level of detail algorithm that optimizes terrain meshes. On modern computers, sometimes it is more effective to send a small amount of unneeded polygons to the GPU, rather than burden the CPU with LOD calculations—making algorithms like geomipmapping more effective than ROAM. This technique is used by graphics programmers in order to produce high quality display while being able to maintain real-time framework. Algorithms such as ROAM exist to provide a control over scene quality versus performance in order to provide HQ scenes while retaining real-time frame rates on hardware. ROAM largely aims toward terrain visualization, but various elements from ROAM are difficult to place within a game system.[1]

[edit] Authors

  • Mark Duchaineau
  • Murray Wolinsky
  • David E. Sigeti
  • Mark C. Miller
  • Charles Aldrich
  • Mark B. Mineev-Weinstein

[edit] References

[edit] External links


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