For this project you will implement a terrain rendering system using the Chunked LOD algorithm. CMSC23700 students may work in groups of two or three students; use the web form at
to create your group.
Here are a few test maps to test your implementation. We will post two or three large maps as well.
NOTE: The map files have been updated as of November 21. The updates fix a problem with the skirts and add the missing fog specifications.
Test map 1 is a simple synthetic map with a single cell supporting one level of detail.
Test map 2 is a variation on test map 1, but it supports multiple levels of detail.
Test map 3 is a synthetic map with lots of small lakes, rough terrain, and four cells.
The Grand Canyon map is a medium-sized map with significant variation in elevation.
The Puget Sound map is a large map with significant variation in elevation.
A description of the first part of the final project.
A description of the second part of the final project.
This paper describes the Chunked LOD algorithm.
A discussion about frustum culling techniques that may help supplement the discussion in the book.
An NVIDIA developer note on a technique for shadowmapping large scenes by using multiple shadow volumes.
A paper by Ken Musgrave about synthesizing heightfield terrain using fractal noise. These techniques might be used to add detail geometry to a scene.