For this project you will implement a terrain rendering system using the Chunked LOD algorithm. CMSC23700 students may work in groups of two or three students; use the web form at
to create your group.
Important:
The test maps have been revised with new TQT files as of March 13.
The program that generates TQT files was flipping
the orientation of the textures, which was not intended.
Test map 1 is a simple synthetic map with a single cell
supporting one level of detail.
[Revised March 13]
Test map 2 is a variation on test map 1, but it supports
multiple levels of detail.
[Revised March 15]
Test map 3 is a synthetic map with lots of small lakes,
rough terrain, and four cells.
[Revised March 15]
The Grand Canyon map is a medium-sized map with significant
variation in elevation.
[Revised March 15]
The Puget Sound map is a large map with significant variation in elevation.
A description of the first part of the final project.
[Revised March 4]
A description of the second part of the final project.
This paper describes the Chunked LOD algorithm.
A discussion about frustum culling techniques that may help supplement the discussion in the book.
A paper by Ken Musgrave about synthesizing heightfield terrain using fractal noise. These techniques might be used to add detail geometry to a scene.