Authors: Meghashyam Boyapati, John R. Rankin
Addresses: Department of Computer Science and Computer Engineering, Faculty of Science Technology and Engineering, La Trobe University, Bundoora, Victoria, 3083, Australia. ' Department of Computer Science and Computer Engineering, Faculty of Science Technology and Engineering, La Trobe University, Bundoora, Victoria, 3083, Australia
Abstract: Fractal terrain implementations are commonly used when creating virtual worlds that involve top down simulations. The faster we can generate and render the terrain, the more we can use the CPU for other jobs such as physics and AI calculations in each game loop cycle. In this paper, the authors explain their current research work on using modern available hardware architectures to speed up the terrain generation and rendering stages.
Keywords: fractals; graphics hardware; quad based rendering; fractal terrain generation; SIMD architectures; virtual worlds; top down simulation.
International Journal of Computer Applications in Technology, 2009 Vol.34 No.4, pp.298 - 302
Published online: 25 Mar 2009 *Full-text access for editors Access for subscribers Purchase this article Comment on this article