Re: [Algorithms] Terrain performance comparrisons
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From: De B. <be...@ii...> - 2003-07-25 09:10:36
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Basicly I want to do real-time visualization of detailed landscapes from human height off ground like a fps. I decided heightmaps due to their simplicity, and am implementing a few terrain algorithms to compare their speed/quality in my situation. The terrain implementations are from Trent Polaks book atm. Plants are very important and I have had much success with them as billboards and alpha blend to high LOD up close. I have also had success with multitexture splatting. I may be calling the terrain segment a node and joining multiple of these together and hopefully obtain a very large scale terrain where each node can be designed in independence. I got this idea originally from dungeon siege (http://www.dungeonsiege.com/su_216.shtml) and am looking forward to getting games gems2 for that article Tom mentioned. The only paper I could find on this was http://www.merl.com/papers/TR95-16a/ "Locales and Beacons: Efficient and Precise Support For Large Multi-User Virtual Environments" very good read, and many papers cite it. Anyhow now you know where my research is. I am suspecting ROAM2 will give the best speed/quality since I don't see any pops in Trents implementation however I will try to take objective measurements. I know this is highly specific to my framework but hopefully afterwards I can be more sure of which terrain algorithms perform better, and it might help me get a job. OK I may as well show you a picture, I know this shows more plants then terrain but it will give you an idea of what I have achieved: http://members.iinet.net.au/~bertdb/ryan/trees/mygrass.jpg (Using Toms ideas I can make the plants look even better but more passes, I probably will include that in my LOD system later) -Ryan De Boer |