RE: [Algorithms] ROAM
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From: Tom F. <to...@mu...> - 2002-11-29 10:31:25
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Four! Four techniques. Ah ah ah ah ah <thunder+lightning> (geomipmapping, VIPM, chunks with CPU morph, chunks with GPU morph) Agreed that in real "large world" apps the paging in and out of data is also a very interesting problem. Though I can't help thinking the basics of mipmapping (and swizzling, so that a square region is a single linear access) heightfields should solve half the problem, and a good async-loading streamer should solve the other half. Does it need to be any fancier? 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: Charles Bloom [mailto:cb...@cb...] > Sent: 28 November 2002 21:09 > To: gda...@li... > Cc: jo...@te... > Subject: RE: [Algorithms] ROAM > > > > At 04:57 PM 11/28/2002 -0000, Tom Forsyth wrote: > >True, but for a real apples-to-apples comparison it probably > needs to be in > >the same framework/application. Also, Thatcher's chunk-lod > is yet _another_ > >separate case because he's doing vertex morphing as well, > which again pushes > >CPU time up but also increases quality-per-triangle. > > The morph can be done in a vshader at the cost of more bandwidth. > Anyway, with terrain, the problem is not actually rendering, it's > managing the huge amount of data needed. You could render the entire > earth at apparent 1-pixel screenspace error - the speed of the > algorithms is not the problem - it's the fact that the dataset is > collosal. > > Clever paging and streaming are much harder than the rendering bits. > > ------------------------------------------------------- > Charles Bloom cb...@cb... http://www.cbloom.com |