Real-time optimally adapting mesh (ROAM) is a continuous
level of detail algorithm that optimizes terrain
meshes. On modern computers, sometimes it is more effective to send a small amount of unneeded polygons to the
GPU, rather than burden the
CPU
A central processing unit (CPU), also called a central processor, main processor or just processor, is the electronic circuitry that executes instructions comprising a computer program. The CPU performs basic arithmetic, logic, controlling, and ...
with LOD (Level of Detail) calculations—making algorithms like
geomipmapping more effective than ROAM. This technique is used by graphics programmers
in order to produce high quality displays while being able to maintain real-time frame rates. Algorithms such as ROAM exist to provide a control over scene quality versus performance in order to provide HQ scenes while retaining real-time frame rates on hardware. ROAM largely aims toward terrain visualization, but various elements from ROAM are difficult to place within a game system.
White, M. (2008). Real-Time Optimally Adapting Meshes: Terrain Visualization in Games. Retrieved from
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To assist regional geological mapping, more abundant and visualized expression forms are highly needs. Thus, the 3D terrain model is adopted as the carrier for the demands in many correlative fields. Based on the regular grid DEM (Digital Elevation Model) in DRGS, ROAM algorithm is applied to create a more dynamic model, which will give consideration to the importance of different features and select correspondence level of detail.
Original Paper
The algorithm was introduced in the paper " ROAMing Terrain: Real-time Optimally Adapting Meshes" appearing in the Proceedings of IEEE Visualization 1997. The authors are
*Mark Duchaineau
*Murray Wolinsky
*David E. Sigeti
*Mark C. Miller
*Charles Aldrich
*Mark B. Mineev-Weinstein
See also
* Geomipmapping
References
External links
ROAM:Terrain Visualization in Games
ROAM homepage
ROAM white paper (PDF)
Fast Terrain Rendering using Geometrical Mipmapping
Willem H. de Boer
Computer graphics algorithms
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