Re: [Algorithms] ROAM
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From: Josh <jos...@pa...> - 2002-11-28 04:57:48
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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 * |