Realtime Optimally Adapting Meshes (ROAM) XNA Implementation

In this tutorial I will explain about Realtime Optimally Adapting Meshes (ROAM) implementation using C# XNA 4.0 Framework. Also this implementation is my final project for my computer science degree. This implementation is based on original ROAM paper and C++ OpenGL implementation from clod.zip archive in here.

The difference between simple ROAM and original ROAM is in the variance computation to determine whether triangle must be split or not. While simple ROAM use screen space distance between left and center position of the triangle, original ROAM use triangle wedgies to determine error metrics used to calculate triangle priority.

Some screenshot:

*Note: The frame rate is drop because the application window is not focused, but SnippingTool window instead.

to be continued…

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