P-152: Virtual World Concept Update 31: Chunked Levels of Detail Using Quad Trees
I have returned to this project to implement the next step, which is optimisation of the rendering system. At the moment, all of the terrain vertices for the spherical terrain are being loaded into a single vertex buffer, and then rendered. This obviously leads to massive performance problems for even small terrains
In order to create highly detailed terrain which can be rendered in real time, I need to optimise the way the terrain is rendered. I have chosen to use a Chunked Level of Detail,or CLOD algorithm. This basically creates several versions of the terrain, at different levels of detail, from very low to very high resolution. The idea is that the terrain far away from the player will be rendered in a much lower resolution, while the terrain close to the player will be rendered in a much higher resolution. Since the low-resolution terrain is far from the player, it won’t be noticed.
The most authoritative author on the subject that I have found is HERE.
I have done extensive research on the subject, and I have decided to create a self-contained test program first, to experiment with QuadTrees and how they would be used to create a CLOD solution.