Experimenting with Concurrent Binary Trees for Large Scale Terrain Rendering

 

In this talk, we share results of our novel technique using concurrent binary trees for large-scale terrain rendering, as well as the results of the deep dive into latest efforts to integrate the original technique into the Unity game engine. Part of the SIGGRAPH 2021 Advances in Real-Time Rendering in Games course (http://advances.realtimerendering.com/). We will review the foundations of concurrent binary trees and provide intuition about their benefits for computing adaptive tessellations for large-scale terrain geometries. The speakers will share further optimizations found over the original implementation and showcase early integration results.