CMSC 23700; Autumn 2015
Final Project: Terrain rendering

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

https://work-groups.cs.uchicago.edu/pick_assignment/26901

to create your group.

Test maps

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.

Resources

Project 5 --- Terrain rendering --- Project description [updated 2015-11-24]

A description of the first part of the final project.

Project 6 --- Terrain rendering --- Project description

A description of the second part of the final project.

Rendering Massive Terrains using Chunked Level of Detail Control [pdf]

This paper describes the Chunked LOD algorithm.

Frustum culling

A discussion about frustum culling techniques that may help supplement the discussion in the book.

Cascaded Shadow Maps

An NVIDIA developer note on a technique for shadowmapping large scenes by using multiple shadow volumes.

Procedural Fractal Terrains

A paper by Ken Musgrave about synthesizing heightfield terrain using fractal noise. These techniques might be used to add detail geometry to a scene.


Last revised: November 24, 2015