Thread: AW: AW: [Algorithms] Large landscapes
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From: <c.s...@ph...> - 2004-04-26 15:52:17
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Muhammad, >> but what about the speed of decompression Should be fast. For ex, Daubechies-4 wavelets would require a linear 4x4 = transform per pair of height field elements to be calculated on the CPU. = No complex numbers involved. Once a terrain array is decompressed you = sent it down the graphics pipe like all other data. >> I know from the papers and presentations of stanford university that = it is slow on a 9700 pro You mean the paper "all frequency lighting" where they're doing a = generalized PRT with wavelet compressed monster-matrices? Yup, that is = slow, but has nothing to do with the terrain issue. >> but doing calculations on the CPU can give a=20 >> slower performance than using a vertex shader >> (due to copying of data to the card and such stuff). Nobody wanted to decompress the terrain *every* frame. Just once after = load is enough. |
From: <c.s...@ph...> - 2004-04-26 15:57:32
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Hi Jon, Obviously you're not working on a strategy-title :-)=20 >> Regarding using wavelets for decompression on CPU, we use wavelets=20 >> for compressing our animations, and when you come within proximity of = >> something that animates in a way you haven't seen before, we load and = >> decompress. As long as we only do one or two of these per frame,=20 >> performance is fine. >> Cheers, >> / h+ ------------------------------------------------------- This SF.net email is sponsored by: The Robotic Monkeys at ThinkGeek For = a limited time only, get FREE Ground shipping on all orders of $35 or = more. Hurry up and shop folks, this offer expires April 30th! = http://www.thinkgeek.com/freeshipping/?cpg=3D12297 _______________________________________________ GDAlgorithms-list mailing list GDA...@li... https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list Archives: http://sourceforge.net/mailarchive/forum.php?forum_id=3D6188 |