RE: [Algorithms] ROAM
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From: Tom F. <to...@mu...> - 2002-11-28 12:47:35
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I'd still like to see it compared with CPU-light schemes like VIPM and even the really simple one of geomipmapping. Both of these put the load almost entirely on the video card, which is essential if you want to actually have an application, rather than just fly around a terrain. I'm not saying they're necessarily better (OK, actually I am :-), I'd just like to see all the options compared side-by-side. Tom Forsyth - Muckyfoot bloke and Microsoft MVP. This email is the product of your deranged imagination, and does not in any way imply existence of the author. > -----Original Message----- > From: Josh [mailto:jos...@pa...] > Sent: 28 November 2002 04:56 > To: gda...@li... > Cc: jo...@te... > Subject: Re: [Algorithms] ROAM > > > I'd just like to announce that the code for my research implementation > is now available at http://www.technomagi.com/josh/vis2002/ . > > I'm sure more optimizations are possible (I'm not using tri-strips, > for instance). I get about 18M tri/sec on a laptop GeForce 4. > > Someone already sent me some changes to get it working with Linux > (not very difficult), but I haven't had time to verify and incorporate > them yet (I'm very busy trying to finish my thesis these days). > > Josh Levenberg > (please cc: jo...@te... on replies since I don't > regularly read > this list) > > Mark Duchaineau wrote (July 30th): > * SNIP* > > Simplest case: use an AGP chunk of 256 uniform-size > triangles to draw each > > "ROAM triangle". I've got free source that gets 40M > tri/sec draw rates > > right now with a fractal terrain created on the fly using this. > > > > Adaptive case: use adaptive chunks, precomputed (see Alex > Pomeranz's thesis > > at www.cognigraph.com/ROAM_homepage) or cached (see > upcoming IEEE Vis paper > > by Joshua Levenberg). The cache entries are static until replaced. > > Both have research implementations that are not avaiable > yet. Thatcher > > Ulrich's chunk demo is very similar in flavor in terms of > the way chunks > > are built, but the way boundaries are handled are much simpler with > > the ROAM-style approach (there are no special fix-ups on > the boundary > > at all). > * SNIP * > > > > ------------------------------------------------------- > This SF.net email is sponsored by: Get the new Palm Tungsten T > handheld. Power & Color in a compact size! > http://ads.sourceforge.net/cgi-bin/redirect.pl?palm0002en > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_id=6188 > |