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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    They shall beget and rear children, handing on the torch of life from one generation to another.
    Plato (c. 427–347 B.C.)

    There are in every generation those who shrink from the ultimate sacrifice, but there are in every generation those who make it with joy and laughter and these are the salt of the generations.
    Patrick Henry Pearse (1879–1916)

    Every generation rewrites the past. In easy times history is more or less of an ornamental art, but in times of danger we are driven to the written record by a pressing need to find answers to the riddles of today.... In times of change and danger when there is a quicksand of fear under men’s reasoning, a sense of continuity with generations gone before can stretch like a lifeline across the scary present and get us past that idiot delusion of the exceptional Now that blocks good thinking.
    John Dos Passos (1896–1970)