At Digital Domain a terrain renderer called Terragen is currently used for creating high resolution images of procedurally gener- ated terrain for visual effects in feature films. This is an object based renderer that generates the mesh representing the landscape by subdividing triangles and shading the triangle vertices in the process. This sketch will describe how we used and adapted a real-time technique called Real-time Optimally Adapting Meshes (ROAM) [Dushaineau et al. 1997] to generate a frame-to-frame caching scheme in order to decrease render times in Terragen. It will also describe how we were able to use frame-to-frame caching for network rendering.
Inter-frame Caching for High-Quality Terrain Rendering
March 20, 2010