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Global Terrain Technology for Flight Simulation
Price $5.95
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SKU GDC-06-051
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Global Terrain Technology for Flight Simulation,
1578

Programming, Lecture

Adam Szofran
Software Engineer, Microsoft
This talk presents some of the terrain engine technology developed by Microsoft Game Studios. Of particular interest are techniques for handling the large amount of geospatial data required to represent the Earth from the surface up to orbital altitudes. Also discussed are fiber- and thread-based technologies for composing surface textures on the fly at run-time using a variety of geospatial data. The last part of the presentation focuses on how to triangulate a global, multiresolution terrain mesh requiring double-precision coordinates when the rendering hardware only supports single-precision coordinates.

Attendees take away practical techniques for handling the large amount of geospatial data required to represent the Earth from the surface up to orbital altitudes, as well as other terrain engine-relevant tips and techniques.

This session is best suited for engineers or others with technical backgrounds. Some prior knowledge of cartography and compression techniques is helpful but is not required.

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