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From: <sro...@te...> - 2000-08-24 19:50:29
|
Hi! I trying to find how to generate a lightmap/illumination/shadow on a terrain. Do you know some good tutorial/code/links talking about that? I want something to generate a lightmap on a (1025x1025 terrain). A good generation if possible like compute the the light from a point. I want generate the lightmap just before the use of the terrain and i dont want something that i need to pre-calculate and put the result on a file or something like. Thanks, Corrosif |
From: Ignacio C. <i6...@ho...> - 2000-08-24 19:41:57
|
Maik Gerth wrote: > yup ... thats what i mean ... > but what do i do if my vertex array is tooo big? > > an unaccelerated vertex array is way too slow in compare to the accelerated > version ... > I get a performance increase of 30 % using LockArrayEXT ... > without it ... vertex arrays are not even a real improvement to im-opengl > > so i guess there is no other way than splitting the vertex array : (? Splitting the your vertex arrays just before locking them can be very tedious, since you have test triangle of the element array, so that no triangle get splitted and no index references a vertex of the wrong buffer. It's much easier to do that in an early stage of the rendering pipeline, for example, for curves it's easy to split them at tesselation time so that the number of vertexes keeps lower than your desired number. You could also build your characters and objects using different meshes, instead of a single one. For gf cards the best workaround for that problem is using vertex array ranges to DMA-copy your data and overcome CVAs restrictions. however i think this discussions belongs to the OpenGL gamedev list instead to this one. Ignacio Castano ca...@cr... |
From: Ignacio C. <i6...@ho...> - 2000-08-24 19:31:58
|
Conor Stokes wrote: > First of all, that is a vertex limit. Indices are generally unlimited. > Second of all, that limit is really only the limit at which the extension > "optimises" the array via locking. Otherwise, its just like calling a normal > vertex array call. are you sure 4096 is the maxium size for optimized compiled vertex arrays? I just though it was 1024, since q3 uses 1K vertex buffers (according to Brian Sharp's conference). Ignacio Castano ca...@cr... |
From: Ko, M. <MAN...@ca...> - 2000-08-24 19:29:36
|
You answered your own question. -----Original Message----- From: Maik Gerth [mailto:mai...@gm...] Sent: Thursday, August 24, 2000 10:58 AM To: gda...@li... Subject: AW: [Algorithms] OpenGL LockArrayEXT ... workaround yup ... thats what i mean ... but what do i do if my vertex array is tooo big? an unaccelerated vertex array is way too slow in compare to the accelerated version ... I get a performance increase of 30 % using LockArrayEXT ... without it ... vertex arrays are not even a real improvement to im-opengl so i guess there is no other way than splitting the vertex array : (? -----Ursprüngliche Nachricht----- Von: gda...@li... [mailto:gda...@li...]Im Auftrag von Conor Stokes Gesendet: Donnerstag, 24. August 2000 18:01 An: gda...@li... Betreff: Re: [Algorithms] OpenGL LockArrayEXT ... workaround > Hi ... > > i got a question about glLockArraysEXT in OpenGl ... since its limited to > 4096 indices i got a problem with my vertex-list ... > > my vertex-list contains like 100.000 vertexes ... > Im drawing stuff with DrawElements ( ... ) using an compiled index-list for > every frame (created by an Octree ...) > > now how can i handle the 4096 indice-limit of LockArrayEXT without spliting > my Vertex-List in THAT little pieces ... > > sorry if i didnt explain it enough but i hope ... someone who worked with > that already can help me > First of all, that is a vertex limit. Indices are generally unlimited. Second of all, that limit is really only the limit at which the extension "optimises" the array via locking. Otherwise, its just like calling a normal vertex array call. Conor Stokes _______________________________________________ GDAlgorithms-list mailing list GDA...@li... http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list _______________________________________________ GDAlgorithms-list mailing list GDA...@li... http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list |
From: Maik G. <mai...@gm...> - 2000-08-24 17:50:19
|
yup ... thats what i mean ... but what do i do if my vertex array is tooo big? an unaccelerated vertex array is way too slow in compare to the accelerated version ... I get a performance increase of 30 % using LockArrayEXT ... without it ... vertex arrays are not even a real improvement to im-opengl so i guess there is no other way than splitting the vertex array : (? -----Ursprüngliche Nachricht----- Von: gda...@li... [mailto:gda...@li...]Im Auftrag von Conor Stokes Gesendet: Donnerstag, 24. August 2000 18:01 An: gda...@li... Betreff: Re: [Algorithms] OpenGL LockArrayEXT ... workaround > Hi ... > > i got a question about glLockArraysEXT in OpenGl ... since its limited to > 4096 indices i got a problem with my vertex-list ... > > my vertex-list contains like 100.000 vertexes ... > Im drawing stuff with DrawElements ( ... ) using an compiled index-list for > every frame (created by an Octree ...) > > now how can i handle the 4096 indice-limit of LockArrayEXT without spliting > my Vertex-List in THAT little pieces ... > > sorry if i didnt explain it enough but i hope ... someone who worked with > that already can help me > First of all, that is a vertex limit. Indices are generally unlimited. Second of all, that limit is really only the limit at which the extension "optimises" the array via locking. Otherwise, its just like calling a normal vertex array call. Conor Stokes _______________________________________________ GDAlgorithms-list mailing list GDA...@li... http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list |
From: Conor S. <cs...@tp...> - 2000-08-24 15:48:35
|
> Hi ... > > i got a question about glLockArraysEXT in OpenGl ... since its limited to > 4096 indices i got a problem with my vertex-list ... > > my vertex-list contains like 100.000 vertexes ... > Im drawing stuff with DrawElements ( ... ) using an compiled index-list for > every frame (created by an Octree ...) > > now how can i handle the 4096 indice-limit of LockArrayEXT without spliting > my Vertex-List in THAT little pieces ... > > sorry if i didnt explain it enough but i hope ... someone who worked with > that already can help me > First of all, that is a vertex limit. Indices are generally unlimited. Second of all, that limit is really only the limit at which the extension "optimises" the array via locking. Otherwise, its just like calling a normal vertex array call. Conor Stokes |
From: Tom H. <to...@3d...> - 2000-08-24 06:30:35
|
At 09:00 PM 8/22/2000, you wrote: >In that case I'll chip in again and ask for him to take a look at the >number of posts in the archives. There only seems to be posts from the >past 2 months... Yes, I've seen the posts. Yes, I realize the archive is busted. Yes, I know there are only two months worth of archives and I've promised to get the old archives integrated. No I haven't contacted SourceForge about any of this yet. I've been swamped with work. At this moment I can't get into the admin section .. looks like the web server is having problems. I'll try again tomorrow. Tom |
From: Maik G. <mai...@gm...> - 2000-08-24 03:20:11
|
Hi ... i got a question about glLockArraysEXT in OpenGl ... since its limited to 4096 indices i got a problem with my vertex-list ... my vertex-list contains like 100.000 vertexes ... Im drawing stuff with DrawElements ( ... ) using an compiled index-list for every frame (created by an Octree ...) now how can i handle the 4096 indice-limit of LockArrayEXT without spliting my Vertex-List in THAT little pieces ... sorry if i didnt explain it enough but i hope ... someone who worked with that already can help me bye Maik |
From: Sam K. <sa...@ip...> - 2000-08-24 01:20:30
|
Welcome to the list, you sure enough came to the right place.. check the archives for stuff thats been talked about in the past. Oh and don't whatever you do talk about patents, it'll only get em' started again... -----Original Message----- From: Frag_ Daddy <fra...@ho...> To: gda...@li... <gda...@li...> Date: 23 August 2000 11:03 PM Subject: [Algorithms] Hey everybody > > Hello people, I'm new to this list, but thought I'd say something. >First, the list was reccomended by Max Gilead, who I guess is also new to >this list, but I'm not sure. Let's see. I'm very interested in gaming >algorithms, especially those on artificial intelligence, hidden surface >removal, and well, all of them. That said, I hope this list is good. >Anyway, this isn't the best introduction, but I'll say more later. > > Also, I wanted to mention my website. It's not really that great, but >rather, something that I put up in my free-time. I really need to change >the url, but like I said, it's in my free-time. Here's the url: > >http://shockonline.homestead.com/openglgameprogramming.html > > > >Mike Weber > > >p.s. If you reply to this email, I'm going to be gone for two weeks, so >don't be offended if I don't answer. > >_________________________________________________________________________ >Get Your Private, Free E-mail from MSN Hotmail at http://www.hotmail.com. > >Share information about yourself, create your own public profile at >http://profiles.msn.com. > >_______________________________________________ >GDAlgorithms-list mailing list >GDA...@li... >http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list |
From: Akbar A. <sye...@ea...> - 2000-08-23 21:29:02
|
>Sorry I didn't respond sooner; I've been on extended vacation. >My apologies for not being about to help. np, tom, jason (ati) and a few others where pretty knowledgeable on this topic ("occlusion-detection circuitry") so we got some good feedback on the technique and what the xbox could be doing. peace. akbar A. "We want technology for the sake of the story, not for its own sake. When you look back, say 10 years from now, current technology will seem quaint" Pixars' Edwin Catmull. -----Original Message----- From: Mike Abrash [mailto:mi...@mi...] Sent: Wednesday, August 23, 2000 4:17 PM To: 'Akbar A.'; Algorithms List Subject: RE: [algorithms] antiportals?occlusion Sorry I didn't respond sooner; I've been on extended vacation. I wish I could explain all the details, but I put as much into the article as I could without running afoul of NDAs, and I had to push to get in as much as I did. My apologies for not being about to help. Eric, excellent book! Regards, Michael -----Original Message----- From: Akbar A. [mailto:sye...@ea...] Sent: Tuesday, July 04, 2000 6:54 AM To: Algorithms List Cc: Mike Abrash Subject: RE: [algorithms] antiportals?occlusion >though I do wish there was a little more explanation there well that's what we are waiting for :-) hopefully we will get some feedback from abrash. eric' maybe if you release a new edition of you book , the "design and implemention of the hardware" on the xbox could make a good chapter :-) hehe. peace. akbar A. "We want technology for the sake of the story, not for its own sake. When you look back, say 10 years from now, current technology will seem quaint" Pixars' Edwin Catmull. -----Original Message----- From: Eric Haines [mailto:er...@ac...] Sent: Tuesday, July 04, 2000 5:45 AM To: Algorithms List Subject: Re: [algorithms] antiportals?occlusion > "There's also occlusion-detection circuitry that can increase fill rate by > up to 4X; the effect varies depending on whether pixels are occluded when > they're drawn, but tends to be greatest exactly when it's needed most" Nice little article, though I do wish there was a little more explanation there. On a related note, ATI's announced Radeon has HyperZ, which ATI doesn't go into detail about, but from talking with Jason L. Mitchell this is essentially a nice trick to save on fill rate, as follows (from our page http://www.realtimerendering.com/#speed): When rendering a polygon, the screen is split into tiles (e.g. 8x8 pixels or similar; ATI doesn't say the exact size). Before any pixel Z-buffer testing is performed for a polygon and a tile, the highest z-value in the tile is compared to the lowest z-value for the polygon. If the polygon is farther back than the tile's highest value, then it cannot be visible and so individual pixel testing can be avoided. ATI claims a 20% fill-rate performance gain. How ATI tracks the tile's highest z-value efficiently (i.e. when a new polygon does get rendered, how do you efficiently find the new highest z for the entire tile?) is a trade secret at this point. Eric -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= To unsubscribe from this list, send an e-mail to "do...@3d..." with the following body: leave algorithms Web Archives of this list can be found at: http://216.101.212.117/cgi/doweb.exe?list=algorithms -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= |
From: Frag_ D. <fra...@ho...> - 2000-08-23 21:23:04
|
Hello people, I'm new to this list, but thought I'd say something. First, the list was reccomended by Max Gilead, who I guess is also new to this list, but I'm not sure. Let's see. I'm very interested in gaming algorithms, especially those on artificial intelligence, hidden surface removal, and well, all of them. That said, I hope this list is good. Anyway, this isn't the best introduction, but I'll say more later. Also, I wanted to mention my website. It's not really that great, but rather, something that I put up in my free-time. I really need to change the url, but like I said, it's in my free-time. Here's the url: http://shockonline.homestead.com/openglgameprogramming.html Mike Weber p.s. If you reply to this email, I'm going to be gone for two weeks, so don't be offended if I don't answer. _________________________________________________________________________ Get Your Private, Free E-mail from MSN Hotmail at http://www.hotmail.com. Share information about yourself, create your own public profile at http://profiles.msn.com. |
From: Marcelo A. C. <ca...@ep...> - 2000-08-23 20:08:25
|
www.flipcode.com just published a basic tutorial on the subject of voxel renderers. Worth a look. The exact link is: http://www.flipcode.com/voxtut/ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Marcelo A. Camelo, Eng. <ca...@ep...> - Software Developer Para facilitar a visualizasao em sistemas nao conformantes com a norma iso-8859, este email nao utiliza caracteres de acentuacao. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= On Wed, 23 Aug 2000, Pai-Hung Chen wrote: > Hi, > > Could someone briefly explain what is "voxel" and "wavelet" in the context > of 3D graphics to get me started? > > Thank you, > > Pai-Hung Chen > > > > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list > |
From: Tom F. <to...@mu...> - 2000-08-23 19:54:56
|
www.google.com is a wonderful thing. http://www.google.com/search?q=cache:www.whatis.com/voxel.htm+voxel&hl=en http://www.google.com/search?q=cache:www.mathsoft.com/wavelets.html+wavelet& hl=en Tom Forsyth - Muckyfoot bloke. Whizzing and pasting and pooting through the day. > -----Original Message----- > From: Pai-Hung Chen [mailto:pa...@ac...] > Sent: 23 August 2000 20:32 > To: gda...@li... > Subject: [Algorithms] Terminology Questions > > > Hi, > > Could someone briefly explain what is "voxel" and "wavelet" > in the context > of 3D graphics to get me started? > > Thank you, > > Pai-Hung Chen |
From: Pai-Hung C. <pa...@ac...> - 2000-08-23 19:38:31
|
Hi, Could someone briefly explain what is "voxel" and "wavelet" in the context of 3D graphics to get me started? Thank you, Pai-Hung Chen |
From: Michael S. H. <mic...@ud...> - 2000-08-23 14:42:15
|
I've found it easiest and most convincing just to use a static half-sphere which is billboarded and scaled as the explosion expands. Since the texture used is typically an alpha texture which represents an object that has its own "light", I don't worry about the normal going a bit whacky. Combine the scaling with a bit of texture animation and you end up with good looking explosions. At 03:52 PM 8/23/00, you wrote: >Can't you just have a mesh of half a circle and scale it? (Or interpolate >between 2 frames if it would screw up your dynamic lights) > >Odin >----- Original Message ----- >From: "Aldo Spanghero" <al...@ho...> >To: <gda...@li...> >Sent: Wednesday, August 23, 2000 3:44 PM >Subject: RE: [Algorithms] Geodesic Sphere > > >> Hi. >> >> An icosahedron would be fine. I will use it to create 3D explosion for my >> game. >> Do you know some algoritm to generate an icosahedron? >> >> Thank you. >> >> And thanks to the other guys for the answers! >> >> > >> >I don't think the geodesic is made of equilateral triangles ... in fact I >> >believe the only solid of vaguely spherical shape that you can make with >> >equilateral triangles is the icosahedron (20 tri's) >> > >> >Apart from that I can't help, but I'd have thought a quick search on the >> >web >> >would throw up several. >> > >> >Robert >> >> ________________________________________________________________________ >> Get Your Private, Free E-mail from MSN Hotmail at http://www.hotmail.com >> >> >> _______________________________________________ >> GDAlgorithms-list mailing list >> GDA...@li... >> http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list >> > > >_______________________________________________ >GDAlgorithms-list mailing list >GDA...@li... >http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list |
From: Dave E. <eb...@ma...> - 2000-08-23 14:38:34
|
From: "Adam Moravanszky" <amo...@dp...> > If I understand your explanation correctly (creating a new vertex inside the > triangle, then replacing the original edges of the triangles with different > ones), this is pretty much what Kobbelt does. The 1->4 way I had in mind > was the common tessellation approach of splitting each of the three edges of > the original to create 3 new vertices, then adding 3 new edges to form 4 > triangles. Of course 4 is correct. This is what my code does that I mentioned in an earlier post (subdivide inscribed convex polyhedron). I was thinking ahead to the first subdivision in my algorithm where I split into 3. -- Dave Eberly eb...@ma... http://www.magic-software.com |
From: Dave E. <eb...@ma...> - 2000-08-23 14:34:27
|
From: "Aldo Spanghero" <al...@ho...> > Do you know some algoritm to generate an icosahedron? MgcReal = float MgcVector3 is struct { float x, y, z } const MgcReal fGold = 0.5*(MgcMath::Sqrt(5.0)+1.0); unsigned int uiVertexQuantity = 12; MgcVector3* akVertex = new MgcVector3[12]; akVertex[0] = MgcVector3( fGold, 1.0, 0.0 ); akVertex[1] = MgcVector3(-fGold, 1.0, 0.0 ); akVertex[2] = MgcVector3( fGold, -1.0, 0.0 ); akVertex[3] = MgcVector3(-fGold, -1.0, 0.0 ); akVertex[4] = MgcVector3( 1.0, 0.0, fGold ); akVertex[5] = MgcVector3( 1.0, 0.0, -fGold ); akVertex[6] = MgcVector3(-1.0, 0.0, fGold ); akVertex[7] = MgcVector3(-1.0, 0.0, -fGold ); akVertex[8] = MgcVector3( 0.0, fGold, 1.0 ); akVertex[9] = MgcVector3( 0.0, -fGold, 1.0 ); akVertex[10] = MgcVector3( 0.0, fGold, -1.0 ); akVertex[11] = MgcVector3( 0.0, -fGold, -1.0 ); unsigned int uiTriangleQuantity = 20; unsigned int* auiConnect = new unsigned int[3*20]; auiConnect[ 0] = 0; auiConnect[ 1] = 8; auiConnect[ 2] = 4; auiConnect[ 3] = 0; auiConnect[ 4] = 5; auiConnect[ 5] = 10; auiConnect[ 6] = 2; auiConnect[ 7] = 4; auiConnect[ 8] = 9; auiConnect[ 9] = 2; auiConnect[10] = 11; auiConnect[11] = 5; auiConnect[12] = 1; auiConnect[13] = 6; auiConnect[14] = 8; auiConnect[15] = 1; auiConnect[16] = 10; auiConnect[17] = 7; auiConnect[18] = 3; auiConnect[19] = 9; auiConnect[20] = 6; auiConnect[21] = 3; auiConnect[22] = 7; auiConnect[23] = 11; auiConnect[24] = 0; auiConnect[25] = 10; auiConnect[26] = 8; auiConnect[27] = 1; auiConnect[28] = 8; auiConnect[29] = 10; auiConnect[30] = 2; auiConnect[31] = 9; auiConnect[32] = 11; auiConnect[33] = 3; auiConnect[34] = 11; auiConnect[35] = 9; auiConnect[36] = 4; auiConnect[37] = 2; auiConnect[38] = 0; auiConnect[39] = 5; auiConnect[40] = 0; auiConnect[41] = 2; auiConnect[42] = 6; auiConnect[43] = 1; auiConnect[44] = 3; auiConnect[45] = 7; auiConnect[46] = 3; auiConnect[47] = 1; auiConnect[48] = 8; auiConnect[49] = 6; auiConnect[50] = 4; auiConnect[51] = 9; auiConnect[52] = 4; auiConnect[53] = 6; auiConnect[54] = 10; auiConnect[55] = 5; auiConnect[56] = 7; auiConnect[57] = 11; auiConnect[58] = 7; auiConnect[59] = 5; -- Dave Eberly eb...@ma... http://www.magic-software.com |
From: Odin J. <od...@it...> - 2000-08-23 13:54:39
|
Can't you just have a mesh of half a circle and scale it? (Or interpolate between 2 frames if it would screw up your dynamic lights) Odin ----- Original Message ----- From: "Aldo Spanghero" <al...@ho...> To: <gda...@li...> Sent: Wednesday, August 23, 2000 3:44 PM Subject: RE: [Algorithms] Geodesic Sphere > Hi. > > An icosahedron would be fine. I will use it to create 3D explosion for my > game. > Do you know some algoritm to generate an icosahedron? > > Thank you. > > And thanks to the other guys for the answers! > > > > >I don't think the geodesic is made of equilateral triangles ... in fact I > >believe the only solid of vaguely spherical shape that you can make with > >equilateral triangles is the icosahedron (20 tri's) > > > >Apart from that I can't help, but I'd have thought a quick search on the > >web > >would throw up several. > > > >Robert > > ________________________________________________________________________ > Get Your Private, Free E-mail from MSN Hotmail at http://www.hotmail.com > > > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list > |
From: Aldo S. <al...@ho...> - 2000-08-23 13:45:23
|
Hi. An icosahedron would be fine. I will use it to create 3D explosion for my game. Do you know some algoritm to generate an icosahedron? Thank you. And thanks to the other guys for the answers! > >I don't think the geodesic is made of equilateral triangles ... in fact I >believe the only solid of vaguely spherical shape that you can make with >equilateral triangles is the icosahedron (20 tri's) > >Apart from that I can't help, but I'd have thought a quick search on the >web >would throw up several. > >Robert ________________________________________________________________________ Get Your Private, Free E-mail from MSN Hotmail at http://www.hotmail.com |
From: Adam M. <amo...@dp...> - 2000-08-23 08:08:20
|
If I understand your explanation correctly (creating a new vertex inside the triangle, then replacing the original edges of the triangles with different ones), this is pretty much what Kobbelt does. The 1->4 way I had in mind was the common tessellation approach of splitting each of the three edges of the original to create 3 new vertices, then adding 3 new edges to form 4 triangles. -- --Adam Moravanszky http://www.n.ethz.ch/student/adammo -----Original Message----- From: Dave Eberly <eb...@ma...> To: gda...@li... <gda...@li...> Date: Wednesday, August 23, 2000 5:23 AM Subject: Re: [Algorithms] Geodesic Sphere >From: "Adam Moravanszky" <amo...@dp...> >> The classic way to subdivide quadruples your number of triangles with >every >> step. You might find Leif Kobbelt's sqrt(3) subdivision paper from this >> year's siggraph interesting. While the paper focuses on subdivision >> surfaces, he describes a method of subdividing which could be applied to >> arbitrary problems of tessellation. His approach triples the number of >> triangles with every step, allowing for finer LOD control. It is in fact >> very simple -- I would be surprised if no one was using this scheme before >> him. > >I thought the 'classic' way replaced each triangle by three triangles? >I have not seen Kobbelt's paper, so perhaps he is replacing each >triangle by two? An algorithm I describe in my game engine book and >that was implemented for continuous level of detail of surfaces in >NetImmerse uses a generalization of Peter Lindstrom's terrain >system. For an arbitrary triangle mesh you subdivide each triangle >once by computing its centroid and adding edges from the three >vertices to the centroid. Each subtriangle shares a 'hypotenuse' >(probably an abuse of the word since the subtriangles are not >necessarily right-angled) with a subtriangle in the originally >neighboring triangle. Once you have this correspondence, you >attempt to subdivide each hypotenuse based on some heuristic >like curvature (or curvature + screen space metric). If the >subdivision is allowed, you replace each triangle sharing the >hypotenuse with two triangles formed by drawing an edge from >the vertex opposite the hypotenuse to the 'midpoint' added by >the subdivision. Each subtriangle formed has a hypotenuse that >is the edge opposite the midpoint. > >-- >Dave Eberly >eb...@ma... >http://www.magic-software.com |
From: Pai-Hung C. <pa...@ac...> - 2000-08-23 05:24:38
|
----- Original Message ----- From: Klaus Hartmann <k_h...@os...> To: <gda...@li...> Sent: Tuesday, August 22, 2000 4:34 PM Subject: Re: [Algorithms] Tangential Curvature of terrain > Pierre, > > I think it's better if you look for yourself, because people tend to show > the nicest screenshot they can find, and so do I :) > > (Win95/98/2K, 108 KB) > http://www.thecore.de/TheCore/gdhighlands.zip > > Some instructions... > > First run the program Highlands.exe. It'll then take a while before you see > some terrain, because the program needs to generate the height field and > textures. > If you have enough video memory, then try to maximize the window now, > because that looks better... after all you want to judge the quality of the > texture, and not of quality of the LOD algorithm. So it doesn't matter if > things run a bit slower. > Now press and hold the <4> key, until the status bar at the top reads "MRes: > 15". Note, that the status bar will not update while you hold the key, so > just hold it long enough. Next step is to enable geomorphing by pressing the > <g> key once. Now you can walk around (press <h> for help). > > Some more info... > [1] The sample is work-in-progress, so there are a couple of flaws. For > example, there are situations, where popping occurs, even though geomorphing > is enabled. Also, I don't free all memory, so don't use the <r> key too > much. In addition, the rendering code is slow (the OpenGL specific pieces). > > [2] The terrain is 1025x1025, and the texture is 1024x1024 (divided into > sixteen 256x256 patches). Thus, there's less than 1 texel per data point. > > [3] I didn't use any image files to create the surface texture. It is > color-based only. In fact there are seven different colors. 3 of these > colors are green, 2 are sand, and 2 are gray. The noise-like > ground-structure was done by adding a small random value to he illumination > factors. > > [4] There are two light sources. The first one is a direct sun-light that > shines from the east, and the second is an anit-sunlight source that shines > from the west. The lighting is sort of bad, and that's why darker places > look much better than bright places. > > [5] There's no additional noise used to break up the transitions between the > ecosystems. It's purely based on the height field. > > [6] As I said... some places look good, which does not mean all places :) So > you'll have to walk a bit, and maybe try a couple of other terrain (see > help). Most of the time, things look good, if you are not too close to the > sight (there's no detail mapping or something like that). > > Niki > > ----- Original Message ----- > From: Pierre Terdiman <p.t...@wa...> > To: <gda...@li...> > Sent: Tuesday, August 22, 2000 4:29 PM > Subject: Re: [Algorithms] Tangential Curvature of terrain > > > > > There are places in my terrain that look almost real, and I could > further > > > enhance this by casting shadows. > > > > What about a new snapshot...? :) > > > > Pierre > > > > > > > > _______________________________________________ > > GDAlgorithms-list mailing list > > GDA...@li... > > http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list > > > > > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list > |
From: Chris B. <Chr...@ma...> - 2000-08-23 04:02:52
|
In that case I'll chip in again and ask for him to take a look at the number of posts in the archives. There only seems to be posts from the past 2 months... cb -----Original Message----- From: Akbar A. [mailto:sye...@ea...] Sent: Wednesday, 23 August 2000 1:50 PM To: gda...@li... Subject: RE: [Algorithms] rather odd >Does any one >know how to contact the list maintainer? yes, it's tom, he will get these :) peace. akbar A. "We want technology for the sake of the story, not for its own sake. When you look back, say 10 years from now, current technology will seem quaint" Pixars' Edwin Catmull. -----Original Message----- From: gda...@li... [mailto:gda...@li...]On Behalf Of Pai-Hung Chen Sent: Tuesday, August 22, 2000 10:32 PM To: gda...@li... Subject: Re: [Algorithms] rather odd RE: [Algorithms] rather oddI've asked for help with list archive some time ago but got no answer. I think it returns nothing no matter what word you submit. I am desperating for some articles in the archive. Does any one know how to contact the list maintainer? Pai-Hung Chen ----- Original Message ----- From: Chris Brodie To: 'gda...@li...' Sent: Tuesday, August 22, 2000 5:24 PM Subject: RE: [Algorithms] rather odd I think it just doesn't work. I've been referred to the archives a few times re my questions on VIPM's. Do a search on VIPM and you get back nothing. (Apologies for the HTML if you see it. My mail department says your not getting it :) ) -----Original Message----- From: Akbar A. [mailto:sye...@ea...] Sent: Wednesday, 23 August 2000 8:49 AM To: gda...@li... Subject: [Algorithms] rather odd is the search feature of the list broken? i did a search forbarycentric and i found nothing. i am pretty sure that word has been mentioned before ;) http://www.geocrawler.com/lists/3/SourceForge/4856/0/ peace. akbar A. "US4643421: Video game in which a host image repels ravenous images by serving filled vessels " http://www.patents.ibm.com/details?&pn10=US04643421 this was a fun game though ;) _______________________________________________ GDAlgorithms-list mailing list GDA...@li... http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list _______________________________________________ GDAlgorithms-list mailing list GDA...@li... http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list _______________________________________________ GDAlgorithms-list mailing list GDA...@li... http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list |
From: Akbar A. <sye...@ea...> - 2000-08-23 03:52:57
|
>Does any one >know how to contact the list maintainer? yes, it's tom, he will get these :) peace. akbar A. "We want technology for the sake of the story, not for its own sake. When you look back, say 10 years from now, current technology will seem quaint" Pixars' Edwin Catmull. -----Original Message----- From: gda...@li... [mailto:gda...@li...]On Behalf Of Pai-Hung Chen Sent: Tuesday, August 22, 2000 10:32 PM To: gda...@li... Subject: Re: [Algorithms] rather odd RE: [Algorithms] rather oddI've asked for help with list archive some time ago but got no answer. I think it returns nothing no matter what word you submit. I am desperating for some articles in the archive. Does any one know how to contact the list maintainer? Pai-Hung Chen ----- Original Message ----- From: Chris Brodie To: 'gda...@li...' Sent: Tuesday, August 22, 2000 5:24 PM Subject: RE: [Algorithms] rather odd I think it just doesn't work. I've been referred to the archives a few times re my questions on VIPM's. Do a search on VIPM and you get back nothing. (Apologies for the HTML if you see it. My mail department says your not getting it :) ) -----Original Message----- From: Akbar A. [mailto:sye...@ea...] Sent: Wednesday, 23 August 2000 8:49 AM To: gda...@li... Subject: [Algorithms] rather odd is the search feature of the list broken? i did a search forbarycentric and i found nothing. i am pretty sure that word has been mentioned before ;) http://www.geocrawler.com/lists/3/SourceForge/4856/0/ peace. akbar A. "US4643421: Video game in which a host image repels ravenous images by serving filled vessels " http://www.patents.ibm.com/details?&pn10=US04643421 this was a fun game though ;) _______________________________________________ GDAlgorithms-list mailing list GDA...@li... http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list _______________________________________________ GDAlgorithms-list mailing list GDA...@li... http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list |
From: Pai-Hung C. <pa...@ac...> - 2000-08-23 03:38:15
|
RE: [Algorithms] rather oddI've asked for help with list archive some time ago but got no answer. I think it returns nothing no matter what word you submit. I am desperating for some articles in the archive. Does any one know how to contact the list maintainer? Pai-Hung Chen ----- Original Message ----- From: Chris Brodie To: 'gda...@li...' Sent: Tuesday, August 22, 2000 5:24 PM Subject: RE: [Algorithms] rather odd I think it just doesn't work. I've been referred to the archives a few times re my questions on VIPM's. Do a search on VIPM and you get back nothing. (Apologies for the HTML if you see it. My mail department says your not getting it :) ) -----Original Message----- From: Akbar A. [mailto:sye...@ea...] Sent: Wednesday, 23 August 2000 8:49 AM To: gda...@li... Subject: [Algorithms] rather odd is the search feature of the list broken? i did a search forbarycentric and i found nothing. i am pretty sure that word has been mentioned before ;) http://www.geocrawler.com/lists/3/SourceForge/4856/0/ peace. akbar A. "US4643421: Video game in which a host image repels ravenous images by serving filled vessels " http://www.patents.ibm.com/details?&pn10=US04643421 this was a fun game though ;) _______________________________________________ GDAlgorithms-list mailing list GDA...@li... http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list |
From: Dave E. <eb...@ma...> - 2000-08-23 03:17:16
|
From: "Adam Moravanszky" <amo...@dp...> > The classic way to subdivide quadruples your number of triangles with every > step. You might find Leif Kobbelt's sqrt(3) subdivision paper from this > year's siggraph interesting. While the paper focuses on subdivision > surfaces, he describes a method of subdividing which could be applied to > arbitrary problems of tessellation. His approach triples the number of > triangles with every step, allowing for finer LOD control. It is in fact > very simple -- I would be surprised if no one was using this scheme before > him. I thought the 'classic' way replaced each triangle by three triangles? I have not seen Kobbelt's paper, so perhaps he is replacing each triangle by two? An algorithm I describe in my game engine book and that was implemented for continuous level of detail of surfaces in NetImmerse uses a generalization of Peter Lindstrom's terrain system. For an arbitrary triangle mesh you subdivide each triangle once by computing its centroid and adding edges from the three vertices to the centroid. Each subtriangle shares a 'hypotenuse' (probably an abuse of the word since the subtriangles are not necessarily right-angled) with a subtriangle in the originally neighboring triangle. Once you have this correspondence, you attempt to subdivide each hypotenuse based on some heuristic like curvature (or curvature + screen space metric). If the subdivision is allowed, you replace each triangle sharing the hypotenuse with two triangles formed by drawing an edge from the vertex opposite the hypotenuse to the 'midpoint' added by the subdivision. Each subtriangle formed has a hypotenuse that is the edge opposite the midpoint. -- Dave Eberly eb...@ma... http://www.magic-software.com |