Eliminating jitter is important for high precision rendering in virtual globes, and in massive-world games, like flight simulators. When world coordinates are large, yet users can zoom in very close to objects, floating point round-off errors manifest themselves as jitter.
This chapter is on techniques for eliminating jitter. Major topics include:
- Why exactly jitter artifacts occur.
- Eliminating jitter by rendering relative to center, i.e., using a floating origin [code].
- Rendering relative to eye.
- A slow CPU implementation that I only recommend for certain cases [code].
- A fast GPU implementation we use in Insight3D [code], an even more precise GPU implementation [code], and a technique I've called Precision LOD [code].
- Lots of details on the trade-offs between approaches.