RE: [Algorithms] Terrain Organization
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From: Tom F. <to...@mu...> - 2000-07-31 09:02:09
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Yes, this is basically what a quadtree culling system does. Remember - there are two separate (but linked) considerations: (1) culling geometry that is out of view frustum. (2) reducing visible geometry through some sort of level-of-detail system. The two are often (and indeed, should be) interlinked, but they are separate thing. The first is comparatively simple - quadtree and similar hierarchial systems do it very well. The second is harder, and the subject of many discussions on this list. Tom Forsyth - Muckyfoot bloke. Whizzing and pasting and pooting through the day. > -----Original Message----- > From: Mats Lundberg [mailto:ma...@al...] > Sent: 30 July 2000 22:00 > To: gda...@li... > Subject: Re: [Algorithms] Terrain Organization > > > 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?? > > > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list > |