Re: [Algorithms] Terrain Organization
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From: Pai-Hung C. <pa...@ac...> - 2000-07-30 21:59:18
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> I've also thought of something similiar to what you proposed... > > Meanwhile I am planning to split the terrain up to several _hierarchical_ > chunks (with bounding boxes) and, for each frame, I test each chunk > against the current viewing frustum (VF) to _recursively_ determine if it > has to be > submitted to the transformation and rendering pipeline. If an > _upper-level_ chunk is rejected, there is no need to go down to the > _lower-level_ chunks inside it, which can quickly reject a huge amount of > geometry. > > I don't se anything wrong with it. No fancy geometry calc:s, just a simple > recursive function that goes through a quad tree. I mean, how much simpler > can you make it?? It maybe crude but hey, it works. Right?? Yes, it's both simple and efficient, I think. I am just wondering how efficient it compares to other more sophisticated techniques such as BSP and ROAM in a _general_ manner. I haven't seen any article that compares the "plain vanilla" approaches to the "fancy" ones in this respect. Any comments? Pai-Hung Chen |