The video shows the first implementation of Continuous Distance-Dependent Level of Detail in Kalisko's 3D engine. I quickly hacked the video rendering code together and it's not optimized at all, that's why there are some flickers. However, the whole thing already runs in real time on my notebook with mediocre GPU.
Kalisko: http://www.kalisko.org/
CDLOD: http://vertexasylum.com/2010/07/11/oh-no-another-terrain-rendering-paper/
Although you state it runs in real-time what is the cost of running it in the scene?
FrankDodd 4 months ago
Very interesting and very effective
FrankDodd 4 months ago