Re: [Algorithms] Terrain performance comparrisons
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From: De B. <be...@ii...> - 2003-07-24 11:39:01
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Anyone know of a paper where a number of terrain algorithms are compared objectively in terms of speed/quality? Most of the time I see a paper say on an extension to an algorithm and they state how much extra fps the extension had on the old algorithm. Quality isn't usually even measured. But is there any papers dedicated just to "comparing" terrain algorithms as objectively as possible? Although opinions of "which algorithms are best" would be useful I am really looking for papers with objective measurements (opinions seem to vary way too much). Here is the old original msg from 2000 if you don't remember it: >Concerning the speed of terrain LOD algorithms: >If i made performance claims on my site, people would certainly complain that the results are entire based on context (type of >dataset, amount of camera motion) and that their implementation is really fast if i had only tested it their way :-) >In fact, it's even harder than that to make meaningful comparisons, since some algorithms (e.g. LK, TV) enforce a global error >metric, while others (ROAM, SM) enforce a polygon count target. The first kind will have framerates that will vary widely, while >the second will produce relatively stable performance. >A lot of the discussion on the Algorithms list has been about how many triangles/second each implementation gets through the >rendering pipeline, which seems to me a rather silly metric - it's fps at a level of perceived quality, NOT raw throughput, that >is the value of a LOD algorithm. >-Ben >http://vterrain.org/ -Ryan De Boer |