This is the project page for "Hardware Based Terrain Clipmapping." You can download the paper below:
Hardware Based Terrain Clipmapping
Alex Holkner, October 14, 2004
This paper describes a technique for rendering large terrains data in real-time. A level-of-detail algorithm is employed which is position- but not view-dependent. The latest generation of programmable GPUs enables the implementation to be almost entirely in hardware, leaving the CPU relatively idle and open to more demanding physics or A.I. calculations, for example.
The algorithm has been implemented on current hardware, and, with the exception of some driver-related bugs, is shown to produce photo-realistic terrain images at interactive framerates.
A short video is now available. The video explores the Puget Sound dataset with 6 128x128 clipmaps and a transition size of 10. I have had to remove the video due to quota limits; email me if you'd like a copy.
See the development log for recent updates and screenshots.
Email me at s2107062@student.rmit.edu.au