Terrain Rendering - Generation

Generation

There are a great variety of methods to generate terrain surfaces. The main problem solved by all these methods is managing number of processed and rendered polygons. It is possible to create a very detailed picture of the world using billions of data points. However such applications are limited to static pictures. Most uses of terrain rendering are moving images, which require the software application to make decisions on how to simplify (by discarding or approximating) source terrain data. Virtually all terrain rendering applications use level of detail to manage number of data points processed by CPU and GPU. There are several modern algorithms for terrain surfaces generating.

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Famous quotes containing the word generation:

    “History is the present. That’s why every generation writes it anew. But what most people think of as history is its end product, myth.”
    —E.L. (Edgar Lawrence)

    “But it is fit that the Past should be dark; though the darkness is not so much a quality of the past as of tradition. It is not a distance of time, but a distance of relation, which makes thus dusky its memorials. What is near to the heart of this generation is fair and bright still. Greece lies outspread fair and sunshiny in floods of light, for there is the sun and daylight in her literature and art. Homer does not allow us to forget that the sun shone,—nor Phidias, nor the Parthenon.”
    —Henry David Thoreau (1817–1862)

    “The world is never the same as it was.... And that’s as it should be. Every generation has the obligation to make the preceding generation irrelevant. It happens in little ways: no longer knowing the names of bands or even recognizing their sounds of music; no longer implicitly understanding life’s rules: wearing plaid Bermuda shorts to the grocery and not giving it another thought.”
    —Jim Shahin (20th century)