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The
clipmap hierarchy itself can be seen as a pyramid similar to a mipmap
pyramid.
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The full
hierarchy is a prefiltered sequence of power-of-two sized grids, where the
finest level contains the whole terrain at the finest resolution.
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<click>
//The clipmap is a clipped version of this pyramid consisting of windows at
each level.
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The
clipmap can be thought of as a window into this pyramid at each level.
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Each
cached and rendered level is of a predetermined size centered around the
viewer.
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<click>
Here we see the finest level closest to the viewer
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<click>
The next coarser level, which has a region cut out where the next finer level
would be rendered.
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<click>
<click> Which is the way it looks for all of the other levels
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At the
coarsest level, the entire terrain extents have been rendered.
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Top
right shows a coarse example.
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As the
viewer moves, clipmap levels incrementally updated and shifted.
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I’ll be
talking more about this later.
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