RE: [Algorithms] Lightmap Terrain
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vexxed72
From: <sro...@te...> - 2000-08-25 15:49:39
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>I guess you mean the grid-tracing algorithm... Yes, well grid tracing is a sort of ray tracing :) >Especially the initial "error" (see paper) is very confusing. Musgrave says, >that this "error" variable needs to be initialized with an octant-specific >value, but he doesn't actually say what exactly that error variable does. >Well, I figured it out, but IMO it needs to be initialized with a >quadrant-specific value, and not with an octant-specific value. Okay >I hope to see some ray-traced terrain soon :) >Niki Me too i hope :) Meaby that can interrest some people to know but my terrain use sort of "Level-of-detail Management for Real-Time Rendering of Phototextured Terrain" from Peter Lindstrom... http://www.gvu.gatech.edu/people/peter.lindstrom/papers/tr/ and get better perforance with this technique on my old and new computer than CLOD/ROAM(from demo i see, sounds weird but it's true). The main difference is sending big indexed striped data is better then simple fan or triangle list and the cpu do nothing (not like roam). The result is good FPS and better terrain quality. Well my terrain is not perfect and not finish :) but i think this is one technique people need to try. The main difference now i dont show all data just a part(33% of 1025x1025 from the view frustum with fog) so meaby my FPS will drop if i show all the terrain :) but anyway i added a planet curve on the terrain so the mountain begin to disapear after 33%... Corrosif |