Programming and
Design by
Jens Schöbel
Facebook Twitter LinkedIn

Terrain Tool

The pictures you can see belong to a tool which I created for the Angkor Project Group. We discussed the visualization of the Angkorian temples in realtime. For some reason I decided to implement an algorithm developed by Lindstrom and Koller.
Unfortunately Peter Lindstrom is no longer a professor at the Georgia Tech hence I can not link to the proceedings. If someone sent me a link I'd be very happy. smile

If you want to use state-of-the-art algorithms you should visit But be warned: the papers are very scientific and you need a good knowledge in mathematics.


Click a picture to enlarge it in a new window.


Not Optimized

The right picture is that one that only shows lines. Do you see the difference to the left picture? ... me neither. Check the frame rate, two frames per second. That's not very much.


Again, the right picture is the picture that only shows lines. Check the frame rate for these pictures. Now you may begin to understand why it is of such importance to find better and faster algorithms than the brute force.

By the way: don't ask me why the triangle version with error 0.5 is faster than the line version.

The Tool

Download the tool age and run the terrain tool. Only the 7z version is available. If you need another please ask me. The current version is a slight improvement of the first university version so I am not sure if the help contains all the improvements. The controls are a little bit tricky because I tried to copy the UnrealEd movement. The terrain tool runs under Windows only.

terrain tool package - (4.22 MB 7z)



[1] P. Lindstrom, D. Koller, W. Ribarsky, L. Hodges, N. Faust and G. Turner. Real-time continuous level of detail rendering of height fields. Proceedings of SIGGRAPH' 95

[2] P. Lindstrom and V. Pascucci. Visualization of large terrains made easy. IEEE Visualization 2001 Proceedings