RE: [Algorithms] Terrain performance comparisons
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From: Tom F. <tom...@bl...> - 2003-07-26 12:33:02
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> -- progressive vertex arrays are way cool as replacements for > ROAM "triangles". I'm getting 100M tri/sec with PVAs as the > primitives in my latest experimental ROAM-like renderer with > sliding progression on a radeon 9700 pro. If anyone can hear me over the noise :-), I'd love to hear the gritty details of this. TomF > -----Original Message----- > From: gda...@li... > [mailto:gda...@li...] On > Behalf Of Mark Duchaineau > Sent: 26 July 2003 01:07 > To: gda...@li... > Subject: Re: [Algorithms] Terrain performance comparisons > > > I will toss in one message to the terrain opinion fest: > > -- Jonathan's idea about coherence-exploitation leading to > a cycle of death completely forgets the idea of > "split-merge until time's up" that was in the original > ROAM paper. > > -- if you want 60Hz absolutely solid, the ONLY known method > (that scales to big terrain and has any claims of > accuracy) is ROAM-like systems with the "time's up" option, > as far as I know (any other contenders?). I don't count > "threshhold feedback" schemes -- they are not guaranteed > solid (without, ehem, guarantees of frame coherence!). > > -- Chunking is critical to eliminating CPU work. Latest ROAM's > spend all their time creating fractal detail, not doing > CLOD "thinking". > > -- Chunking can be dynamic. The linux ROAM 2 work in progress > produces detail on the fly, and presumably could re-produce > it as needed if you change the terrain. Of course tossing > something like ocean waves into a terrain engine will be a > little awkward...but the computation of the waves will likely > dominate the CPU anyway (do it on the GPU???). You still > need chunk CLOD for a big ocean. BTW, is "chunk CLOD" > and oxymoron? ;-) > > -- progressive vertex arrays are way cool as replacements for > ROAM "triangles". I'm getting 100M tri/sec with PVAs as the > primitives in my latest experimental ROAM-like renderer with > sliding progression on a radeon 9700 pro. > > -- split-merge dual queues and PVAs are great for very wacky > geometry, e.g. isosurfaces of 3D fully developed turbulent > fluid flow. Maybe you can toss your whole game world into > a 3D hierarchy (think tetrahedron bintree) with PVAs per tet. > That's where I'm headed... > > Cheers, > > --Mark D |