Re: [Algorithms] Terrain performance comparisons
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From: Andras B. <bn...@ma...> - 2003-07-26 18:04:48
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For really large and very detailed terrains, data access will always be the bottleneck. One solution is adding procedural detail on the fly. Considering that procedural detail is usually some kind of low amplitude noise, maintaining small projected error for them doesn't seem to be a huge problem. Do we really need to throw millions of triangles at them? It seems to me that everybody's concerned only about geometry, trying to push as many triangles to the GPU as possible, but I think the real problem lies in the correct lighting of this detailed geometry at every pixel! If your terrain is precisely shaded in a way that reflects the true geometry, then you wouldn't need nearly as much triangles. Just my 2c, Bandi |