Results and intermediary work (including images, sources, proofs, arguments, code, etc.) are made available on this page. Periodically you may find new articles, code, comments and examples here.
Diamond is a continuous level-of-detail terrain algorithm, that uses split/merge routines similar to ROAM to obtain a terrain tesselation. Diamond introduces the use of LIFO queues and a novel underlying mesh structure to optimize the tesselation process and make the process and the results more suitable to hardware rendering.
- New: Tests and Results for Diamond and ROAM
- Preliminary PostScript file (approx 900kb) of Diamond paper available, this is not the final published version, it is a bit more bulky, but in my opinion more readable.
- Zip (approx 720kb) containing executable and source for a Diamond implementation, as well as an HTML description of the algorithm.
- An informal description of the Diamond algorithm.
- A small collection of screenshots, illustrating the CLOD of Diamond in action.
- The Diamond Feedback FAQ.
Part of my research and additionally part of my courses for this year required implementations of various terrain algorithms, implementations and additional results are available in this section.
- During my Advanced Graphics Algorithms course I programmed several terrain algorithms: static, Roettger and ROAM.
- I have completed an implementation of the Röttger et al algorithm for continuous level-of-detail generation of heightfields. The program is written in Delphi 4 and uses DirectX8. You can find it at the here or browse the download section.
- An article on an alternative approach to quadtree and octree culling using a fast memoized approach to cull evaluation.