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Representing Random Terrain on Resource Limited Devices

Abstract

Random terrain generation is the procedural creation of a set of data that represents closely a believable landscape. Common techniques of achieving this include the use of fractals and noise. Such techniques usually require a large volume of memory, as the geometry of the terrain needs to be calculated and stored at run time. Given the limited memory available on mobile devices, such as mobile telephones, the storage of the data required to represent massive terrains can be difficult. In this paper, we propose a novel method of storing terrain data on devices with limited memory. This method involves placing pre-computed blocks of terrain, known as terrain tiles, together in a psuedo-random manner as governed by a noise function known as Perlin noise. This allows large amounts of terrain data to be represented while still giving the appearance of a randomly generated terrain. Traditionally, Perlin noise is used in the procedural generation of textures and the modeling of naturally occurring phenomena. Using Perlin noise, only a subset of the overall data generated by the function needs to be stored at any one time. The approach outlined in this paper associates a tile of terrain with each value generated by the Perlin Noise function, meaning that only a subsection of the total terrain is stored in memory at any one time. We show how this process can be executed in real time on a resource limited device known as the Game Boy Advance, and also illustrate a significant reduction in the memory requirements of terrain storage when compared with traditional methods.

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Representing Random Terrain on Resource Limited Devices

Author: Marshall, D,Delaney, Declan,McLoone, Seamus,Ward, Tomas E.
Publisher: University of Wolverhamptom UK and The Society for Modeling and Simulation International (SCS Europe BVBA)
Year: 2004
Source: https://mural.maynoothuniversity.ie/id/eprint/288/1/Paper07_CGAIDE_2004.pdf
© IJIGS/Uni e si y o Wol e hamp on/EUROSIS
REPRESENTING RANDOM TERRAIN ON RESOURCE LIMITED DEVICES
DAMIEN MARSHALL
φ
, DECLAN DELANEY
φ
, SEAMUS MCLOONE*, TOMAS WARD*
φ
Depa men o Compu e Science,
NUI Maynoo h
Maynoo h, Co. Kilda e
E-mail: [email protected]
* Depa men o Elec onic Enginee ing
NUI Maynoo h,
Maynoo h, Co. Kilda e
E-mail: omas.w[email p o ec ed]y.ie
KEYWORDS
Random Te ain, Pe lin Noise, Mobile De ices, Game Boy
Ad ance
ABSTRACT
Random e ain gene a ion is he p ocedu al c ea ion o a se
o da a ha ep esen s closely a belie able landscape.
Common echniques o achie ing his include he use o
ac als and noise. Such echniques usually equi e a la ge
olume o memo y, as he geome y o he e ain needs o be
calcula ed and s o ed a un ime. Gi en he limi ed memo y
a ailable on mobile de ices, such as mobile elephones, he
s o age o he da a equi ed o ep esen massi e e ains can
be di icul . In his pape , we p opose a no el me hod o
s o ing e ain da a on de ices wi h limi ed memo y. This
me hod in ol es placing p e-compu ed blocks o e ain,
known as e ain iles, oge he in a psuedo- andom manne
as go e ned by a noise unc ion known as Pe lin noise. This
allows la ge amoun s o e ain da a o be ep esen ed while
s ill gi ing he appea ance o a andomly gene a ed e ain.
T adi ionally, Pe lin noise is used in he p ocedu al
gene a ion o ex u es and he modeling o na u ally
occu ing phenomena. Using Pe lin noise, only a subse o
he o e all da a gene a ed by he unc ion needs o be s o ed
a any one ime. The app oach ou lined in his pape
associa es a ile o e ain wi h each alue gene a ed by he
Pe lin Noise unc ion, meaning ha only a subsec ion o he
o al e ain is s o ed in memo y a any one ime. We show
how his p ocess can be execu ed in eal ime on a esou ce
limi ed de ice known as he Game Boy Ad ance, and also
illus a e a signi ican educ ion in he memo y equi emen s
o e ain s o age when compa ed wi h adi ional me hods.
INTRODUCTION
A andom e ain is a g oup o p ocedu ally calcula ed alues
ha ep esen s closely a belie able landscape. They a e
u ilised in all a eas o compu e science, especially compu e
g aphics and games (Picko e 1995), whe e hey allow o
he c ea ion o game con en wi h minimal ime o e head.
Also, as e ain maps can be qui e la ge, echniques o
gene a ing andom e ain, such as ac als (Dudgeon and
Gopalak ishnan 1996), and models o na u ally occu ing
phenomena (Kelley e al. 1988), help o minimise ixed
s o age equi emen s. Howe e , his means ha such
me hods usually equi e a oluminous amoun o Random
Access Memo y (RAM).
Wi h ecen ad ances in p ocessing powe , compu e games
a e becoming mo e popula on handheld de ices (Ri e n e
al. 2003). Howe e , he e a e s ill limi a ions o he amoun
o a ailable RAM o such de ices, so ha he c ea ion o
andomly gene a ed e ain o compu e games on such
de ices can be p oblema ic.
In his pape , a no el me hod based on he use o e ain iles
and a pseudo andom noise known as Pe lin Noise is
desc ibed (Rabino ich and Go sman 1997; Pe lin 2002)
T adi ionally, Pe lin noise is used in he gene a ion o
p ocedu al ex u es and he modeling o na u ally occu ing
phenomena such as clouds and smoke (Ye and Lewis 1999;
Hol kämpe 2003) – see Figu e 7. He e, we p opose an
app oach ha associa es a ile o e ain wi h each Pe lin
noise alue. A e ain ile desc ibes a squa e block o e ain
da a. Using Pe lin noise, only a subse o he o e all da a
gene a ed by he unc ion needs o be s o ed a any one ime.
The e o e, la ge e ain maps can be ep esen ed in eal ime
wi h a small memo y oo p in , as only he e ain iles o
in e es o he use a e s o ed a any gi en ime.
The p oposed me hod is implemen ed on a limi ed de ice
known as a Game Boy Ad ance (www.nin endo.com), and
esul s a e p esen ed o he implemen a ion We show ha
signi ican sa ing can be made in e ms o memo y space
equi ed when compa ed o adi ional me hods o s o ing
and ep esen ing e ain. As his me hod makes no use o
loa ing poin a i hme ic i is e y e icien , making i sui able
o use on a wide a ie y o de ices whe e no dedica ed
loa ing-poin uni is a ailable. I would be pa icula ly
sui able o mobile elephones, as i allows o he gene a ion
o massi e e ain maps wi h a minimal o e he ai
download. This is o signi ican impo ance as la ge
downloads ha e been iden i ied as a limi ing ac o in he
nex gene a ion o h ee-dimensional games on mobile
elephones (EDGE Magazine 2004).
The es o he pape is laid ou as ollows. The nex sec ion
in oduces Pe lin Noise and ou lines he sui abili y o he
Game Boy Ad ance as a es bed. The Implemen a ion
sec ion de ails he ealisa ion o he p oposed me hod,
ollowed by a selec ion o pe o mance alues in he Resul s
sec ion. Finally, he pape concludes wi h sugges ions o
u u e wo k.
BACKGROUND
Pe lin Noise
Pe lin noise is one o he mo e impo an noise unc ions
(Pe lin 2002). C ea ed by Ken Pe lin, his noise has he
special p ope y o appea ing andom o he pe cei e , ye
© IJIGS/Uni e si y o Wol e hamp on/EUROSIS
emaining en i ely con ollable. I wo ks by de ining a
numbe o key poin s a se dis ances apa , and de ining he
alues o he in e media e poin s p ocedu ally using
in e pola ion. Any subsec ion o he da a c ea ed by he
Pe lin noise unc ion can be econs uc ed, wi hou he need
o s o e and gene a e he en i e da a se . In his sense, Pe lin
noise can be conside ed o be quasi- andom noise. Fu he
de ail ega ding an implemen a ion o Pe lin Noise is gi en
in he Implemen a ion sec ion.
Game Boy Ad ance
Released in 2001, he Game Boy Ad ance (GBA) is he
successo o he mul i-million selling Game Boy and Game
Boy Colo . The mos impo an speci ica ions o he Game
Boy Ad ance a e de ailed in Table 1.
F om Table 1, i can be seen ha he GBA is e y limi ed in
e ms o p ocessing powe and a ailable Random Access
Memo y (RAM). Coupled wi h he ease o p og amming o
he sys em, his makes he GBA a pe ec pla o m on which
o es ou implemen a ion.
In he nex sec ion, he implemen a ion de ails o he
p oposed me hod a e desc ibed, and example sc eensho s o
he applica ion in ac ion on he GBA a e gi en.
IMPLEMENTATION
In his sec ion, he me hod by which massi e e ains can be
cons uc ed wi h a minimal memo y oo p in is discussed.
The means by which he e ain da a is ende ed o sc een a
a s able ame a e on he GBA is also in oduced.
Pe lin Noise Map o Te ain Tiles
The basis o he echnique desc ibed he e is wha is known as
a e ain ile. A ile desc ibes a squa e block o e ain.
Te ain iles a e used ex ensi ely in many popula game
engines such as To que (Ma shall e al. 2004). Each ile is
ypically de ined by wo g oups o da a – a heigh map,
which de ails he geome y o he e ain, and a ex u e map,
which de ails he colou s and shading o he e ain
(Rabino ich and Go sman 1997). Figu e 1 (a) and (b) de ails
examples o bo h ca ego y o maps. Bo h images in Figu e 1
we e c ea ed using he Wilbu andom e ain gene a ion
applica ion (Slay on 2001).
By placing hese iles oge he in a andom o de , a la ge a ea
o e ain can be de ined – see Figu e 2(a). Howe e , as he
ile size dec eases, he s o age cos o he o de o he iles
can become expensi e, and can e en ually begin o app oach
ha o he adi ional me hod o s o ing each heigh o e ain
in an a ay – see Figu e 2 (b) and (c). This can make such an
app oach unsui able o a limi ed memo y de ice.
This p oblem can be alle ia ed using Pe lin noise o go e n
he placemen o iles. As men ioned in he p e ious sec ion,
any subsec ion o he da a gene a ed by a Pe lin noise
unc ion can be ec ea ed gi en he same inpu alues,
wi hou he need o s o e he comple e da a se gene a ed by
he unc ion. The e o e, only he sec ion o da a o in e es o
he iewe needs o be calcula ed and s o ed a any one ime,
and i is gua an eed ha o he subsec ions o he da a will be
gene a ed consis en ly wi h he same alues.
The main ene o he app oach ou lined in his pape is ha
by de ining a numbe o iles wi h small dimensions, and
associa ing each alue gene a ed by he Pe lin noise unc ion
wi h a e ain ile, hen only he small po ion o a massi e
e ain map needs o gene a ed and s o ed a any one ime,
hus p o iding d ama ic sa ing in e ms o compu a ion ime
and memo y - see Figu e 3. In Figu e 3, each ile is
ep esen ed by a di e en shade o g ay. As he use mo es
abou he la ge e ain map, he subse o e ain ile da a is
epopula ed o ep esen he use s immedia e en i onmen .
Pe lin Noise Implemen a ion
The i s aspec o he app oach explained in his pape is he
manne by which he Pe lin noise map o e ain alues is
gene a ed. The p ima y s ep o his p ocess is he de ini ion
o a g id ha de ines he o e all layou o he map. Each
alue in his g id is known as a e ain s uc u e alue. These
e ain s uc u e alues a e simply andom numbe s, and a e
no ela ed o any pa icula e ain ile. Ra he , hey a e used
in conjunc ion wi h adjacen e ain s uc u e alues in o de
o de ine in e media e e ain ile alues p ocedu ally. Each
P ocesso 16Mhz
Memo y 384 kiloby es
Sc een Resolu ion 240 * 160 pixels
A ailable Colou s 32,768
Figu e 2 (a) Fou 128*128 il
es (b) Eigh 64 *64 iles. (c) Six y ou
32 * 32 iles. A dec ease in ile size inc eases de ail, bu leads o an
inc ease in memo y equi emen s.
Figu e 1 (a) Tex u e map (b) G ayscale Heigh Map.
(a)
(b)
Table 1 Impo an speci ica ions o he GBA
Figu e 3 Only a small subse o all he ile alues is s o ed a any one
ime using a Pe lin noise unc ion. This is epopula ed as he use
mo es abou he e ain.
Full map o e ain
alues gene a ed
using Pe lin Noise
Only a subse o all he
e ain alues is s o ed
a any one ime.
(a)
(b)
(c)
Te ain iles
a e placed in
a andom
o de
Te ain iles
© IJIGS/Uni e si y o Wol e hamp on/EUROSIS
o hese e ain ile alues is a e e ence o a pa icula e ain
ile. Al hough his g id o e ain s uc u e alues will ha e
iny dimensions, i can be hough o as being i ually la ge,
as each elemen ep esen s a poin along a la ge map – see
Figu e 4. So, o example, a 4 * 4 a ay, wi h a i ual
dis ance o 1024 pixels be ween elemen s o he a ay,
ep esen s a 4096 * 4096 pixel e ain map.
Nex , he e ain s uc u e alues a e used o p ocedu ally
de ine he in e media e e ain ile e e ences ha desc ibe
he e ain immedia ely su ounding he use .
Fi s ly, he a ea wi hin he g id o e ain s uc u e alues ha
cu en ly houses he use is loca ed, and he poin s ha de ine
he bounda ies o ha a ea a e eco ded. So, aking he
example om abo e, i he playe was a poin (1056,3042)
on a 4*4 map wi h a i ual dis ance o 1024 pixels be ween
each elemen , hen he playe would be loca ed be ween he
e ain s uc u e elemen s (1,2), (1,3), (2,2) and (2,3), as
de ailed in Figu e 5 below.
By linea ly in e pola ing be ween he wo op and he wo
bo om bounding alues using he playe ’s ho izon al
posi ion, and in e pola ing be ween he esul s o hese
ope a ions using he playe ’s e ical posi ion, a alue which
ep esen s he ile in which he use esides can be de ined –
see Figu e 6.
Map o Te ain Tiles
T adi ionally, he alue gene a ed by his p ocess would be
used in conjunc ion wi h o he gene a ed alues in o de o
ep esen a ex u e o na u ally occu ing phenomena
p ocedu ally, as in Figu e 7.
Howe e , o his implemen a ion, each alue is ac ually a
e e ence o a pa icula e ain ile. As he e will be only a
limi ed numbe o e ain iles, and he gene a ed alue may
exceed he o al numbe o e ain iles, he esul may ha e
o be scaled. This can be achie ed using a simple modulus
ope a ion.
This p ocess is epea ed using he coo dina es su ounding
he playe . The numbe o epe i ions equi ed will a y,
depending on he size o each indi idual ile and he o e all
map size equi ed. This esul s in a empo a y a ay o da a
con aining e e ences o he e ain iles ha immedia ely
su ound he use . An example o such an a ay is gi en in
Figu e 8. Fo cla i y, each sepa a e map is ep esen ed by a
di e en shade o g ay. Each colou ep esen s a map simila
o ha in Figu e 1(a).
Howe e , as can be seen in Figu e 8, h ough he use o his
me hod alone, a se ies o dis inc pa e ns can be obse ed in
he placemen o e ain iles. Such pa e ns a e exac ly wha
Pe lin noise is celeb a ed o . Howe e , in he echnique
unde discussion, mo e andomness is desi ed o gene a e
uly andom landscapes. This is achie ed ia he use o
ano he a ay o andom alues, which is popula ed along
wi h he e ain s uc u e g id. The alue acqui ed by he
in e pola ion p ocess is used o index in o his andom a ay,
allowing o ano he laye o andomness, wi h li le
compu a ion o e head. An example o he empo a y a ay o
e ain ile alues p oduced using his me hod is gi en in
Figu e 9. Again, o cla i y, each sepa a e map is ep esen ed
by a di e en shade o g ay.
Vi ual dis ance
be ween e ain
s uc u e alues
Bounding
Values
Random Te ain S uc u e
Value
Bounding Values
Playe Posi ion
Vi ual dis ance
be ween g id
alues
0
Te ain s uc u e
alues
Figu e 4 A g id o e ain s uc u e alues de ines he o e all layou
o he e ain. In e media e alues a e calcula ed p ocedu ally.
Figu e 9 No disce nable pa e ns appea when a andom numbe
look-up able is u ilised
Posi ion o playe
wi hin he e ain
Te ain iles
su ounding he
playe . No
pa e ns occu
wi h usage o
andom a ay.
Random Te ain S uc u e
Value
Bounding Values
Playe Posi ion
Te ain iles
su ounding he
playe . Dis inc
pa e ns can
eme ge.
Posi ion o playe
wi hin he e ain
Figu e 8 Only he e ain iles ha immedia ely su ound he playe
a e calcula ed. The playe is loca ed a he cen e o hese iles.
In e pola ion
Poin
S ep 1: In e pola e
be ween op and
bo om alues.
S ep 2: In e pola e
be ween esul s o
S ep 1 abo e.
Figu e 6
Resol ing he e ain ile alue based on he playe s
posi ion and he calcula ed bounding alues.
Playe Posi ion
Full map o
e ain alues
In e media e e ain ile
alues a e calcula ed
p ocedu ally
Figu e 5 Loca ion o a playe ’s posi ion wi hin he e ain s uc u e
g id.
1
2
3
Figu e 7 An example o a adi ional ou pu om he Pe lin noise
unc ion
1
2
3
© IJIGS/Uni e si y o Wol e hamp on/EUROSIS
This empo a y a ay ep esen s only a small subsec ion o
he o e all e ain da a. Howe e , his ac is no no iceable
o he use , as he empo a y a ay o e ain ile e e ences is
epopula ed when he playe eaches a ce ain dis ance om
he pe ime e o he map. This a ay is hen used as inpu o
he ende ing p ocess.
Rende ing P ocess
The ende ing p ocess uses a me hod known as ay-cas ing
and oxels in o de o d aw he ele an e ain iles o he
sc een in a imely ashion (K eege e al. 1998; S einbach e
al. 2000). Al hough his me hod has i s limi a ions, such as
only wo planes o mo emen , i allows o a pseudo h ee-
dimensional e ec on esou ce-limi ed ha dwa e such he
GBA, a a s able ame- a e. Figu e 10 de ails sc eensho s o
he ende ing applica ion in ac ion on he GBA.
Supe imposed on he images is a g id de ining he
bounda ies o each e ain ile. Figu e 10 also ein o ces he
ela ionship be ween e ain iles, as seen in Figu e 1 (a) and
(b), and he empo a y a ay o ile e e ences as seen in
Figu e 8 and 9.
RESULTS
Compu a ion Time
As a p elimina y exe cise, he compu a ion ime equi ed o
calcula e he empo a y a ay o e ain iles su ounding he
playe was eco ded. This is achie ed by using an in-buil
ime on he GBA ha is inc emen ed on e e y clock ick. A
unning a e age o he amoun o ime in milliseconds aken
o popula e he ile map is no ed. In each case, he ile map
equi ed was 1024 * 1024 pixels. The es e na iga ed he
en i onmen o 60 seconds, and a he end o his ime, he
a e age compu a ion ime was eco ded. The esul s o his
expe imen a e p esen ed in Table 2.
As can be seen om Table 2, he compu a ion ime equi ed
is minimal, and can be calcula ed in eal ime on he GBA.
As no loa ing-poin a i hme ic is used in he calcula ion o
he e ain ile alues, his p ocess is sui able o a wide ange
o de ices whe e no ha dwa e suppo o loa ing poin
alues is a ailable. To u he demons a e he e iciency o
his app oach, he compu a ion ime equi ed o he c ea ion
o a comple ely new andom map was also in es iga ed. In
each case, andom maps we e gene a ed o 60 seconds, and
a unning a e age o he compu a ion ime was eco ded
using he in-buil GBA ime s. As his p ocess simply
in ol es he egene a ion o he e ain s uc u e g id, he
compu a ion ime equi ed is minimal, as de ailed in Table 3.
Tile Size Tiles equi ed Time
128 * 128 pixels 8 * 8 iles <1 ms
64 * 64 pixels 16 * 16 iles 10 ms
32 * 32 pixels 32 * 32 iles 67 ms
16 * 16 pixels 64 * 64 iles 165 ms
Te ain S uc u e g id dimension Time
4 * 4 g id elemen s 1. 25µs
8 * 8 g id elemen s 3.5µs
12 * 12 g id elemen s 6.625 µs
16 * 16 g id elemen s 16.5µs
Memo y Usage
The mos c i ical aspec o implemen ing he p oposed
echnique in mobile de ices is how i exploi s he a ailable
memo y. We he e o e conside memo y usage o be he
mos impo an me ic by which o assess ou p oposed
app oach. This will be done by pe o ming a compa a i e
analysis wi h he adi ional echnique o s o ing a single
la ge e ain geome y map and ex u e map.
In Table 4 he memo y usage o a adi ional e ain
geome y map and ex u e map is analysed. E e y elemen o
each map is assumed o be a 16 bi unsigned in ege .
As can be seen om Table 4, he s o age o a single
andomly gene a ed map u ilises a la ge olume o memo y
esou ces. The gene a ion o a small 256 * 256 pixel map
equi es app oxima ely 66% o he en i e 384 KB o RAM
on a GBA. As he map dimensions double, he memo y
equi emen s quad uple.
Nex , he s o age cos o he app oach de ailed in his pape
was analysed – see Table 5. Resul s a e gi en o he cos o
s o ing one hund ed e ain iles bo h in ixed s o age and in
RAM. Each ile consis s o a heigh and ex u e map, and
e e y elemen o a map is an unsigned 16-bi in ege . The
RAM columns display he cos o s o ing he empo a y a ay
o e ain ile e e ences ha is p ocedu ally gene a ed. The
dimensions o his a ay a y depending on he indi idual
e ain ile size. I , o example, a empo a y map o
dimensions 1024 * 1024 pixels is equi ed using e ain iles
o dimensions 8 * 8 pixels, hen a 128 * 128 empo a y
e ain ile e e ence a ay is equi ed.
Indi idual Map Size RAM
256 * 256 pixels 256 kb
512 * 512 pixels 1024 kb
1024 * 1024 pixels 4096 kb
2048 * 2048 pixels 16384 kb
Figu e 10 (a) The empo a y a ay o ile alues ende ed o he sc een.
Each ile is ep esen ed by a sepa a e colou . (b) The associa ed heigh
and colou maps ende ed o he sc een.
Table 2 The compu a ion ime equi ed o he gene a ion o a
1024 * 1024 pixel map using e ain iles o a ying size.
Each alue o he empo a y a ay is a e e ence o a pa icula e ain ile
(a)
(b)
Table 3 The compu a ion ime equi ed o he gene a ion o a new
andom map is minimal as he e ain s uc u e g id size is insigni ican .
Table 4 Values ep esen ing cos o s o ing ull maps in memo y.
© IJIGS/Uni e si y o Wol e hamp on/EUROSIS
Table 5 shows ha he amoun o RAM employed by he
p oposed app oach is minimal. I he indi idual map
dimensions a e inc eased in size by 100%, he amoun o
RAM equi ed educes by 75% whe eas he ixed s o age
equi emen s inc ease by 400%. Howe e , he cos o
s o ing he e ain iles is nominal a smalle sizes, hus
making hem sui able o download o e low bandwid h
connec ions, such as on a mobile phone ne wo k.
Rega dless o he dimensions o he o e all e ain map
equi ed, he igu es p esen ed in he RAM columns o Table
5 emain cons an . This is due o he ac ha , as discussed in
he Implemen a ion sec ion, only a subse o he o e all
e ain map is e e s o ed, ega dless o a ia ion in he
dimensions o he o e all e ain map. The e o e, any size
map could be po en ially ep esen ed on a esou ce-limi ed
de ice such as he Game Boy Ad ance, wi h no implica ions
o he o e all memo y equi emen s.
CONCLUSIONS
In his pape we ha e desc ibed a me hod o ep esen ing he
la ge olumes o da a equi ed o s o e a andom e ain on a
de ice wi h a limi ed amoun o Random Access Memo y
known as he Game Boy Ad ance. By using e ain iles and
Pe lin Noise, we ha e shown how his echnique is
pa icula ly sui able o de ices wi h limi ed p ocessing
powe , as i makes no use o loa ing poin a i hme ic.
The e o e, he e ain ile posi ions can be calcula ed easily a
un ime. In addi ion, a o ally new andom e ain can be
gene a ed apidly, as only he small e ain s uc u e g id
needs o be epopula ed.
I has also been shown ha a massi e e ain can be
ep esen ed using a minimal amoun o bo h ixed and
dynamic memo y. The cos equi ed o s o e he necessa y
e ain iles can be small, hus making his app oach sui able
o de ices wi h limi ed s o age capaci y, and slow download
speeds such as mobile elephones. As only a po ion o he
o e all e ain is s o ed a any one ime, he olume o
memo y used is ixed, ega dless o a ia ion in he
dimensions o he o e all e ain.
Fu u e wo k will in ol e in es iga ing me hods o seamless
blending be ween adjacen e ain iles, so as o p o ide a
mo e uni o m isual expe ience o he use .
ACKNOWLEDGEMENT
This wo k was unded by En e p ise I eland Basic Resea ch
G an SC/2002/129/.
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Te ain Tile
Dimensions Cos o s o e
100 Te ain Tiles RAM
256 * 256 map RAM
512 * 512 map RAM
1024 * 1024 map RAM
2048 * 2048 map
8 * 8 pixels 25 kb 2 kb 8 kb 32 kb 128 kb
16 * 16 pixels 100 kb 0.5 kb 2 kb 8 kb 32 kb
32 * 32 pixels 400 kb 0.125 kb 0.5 kb 2 kb 8 kb
64 * 64 pixels 1600 kb 0.03125 kb 0.125 kb 0.5 kb 2 kb
128 * 128 pixels 6400 kb 0.0078125 kb 0.03125 kb 0.125 kb 0.5 kb
Table 5 Values ep esen ing memo y cos o s o ing he e ain iles and he cos o s o ing empo a y ile alue a ay in Random Access Memo y
(RAM).