Re: [Algorithms] VDPM vs ROAM
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From: Mark D. <duc...@ll...> - 2000-08-25 22:24:29
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Kevin, It depends on how much effort you put in on each. ROAM is easier to get going for height maps, and is theoretically faster when you completely optimize the mesh each frame. Hoppe describes an idea of partially optimizing in sweeps over the output mesh, so that a complete optimization happens over the coarse of say ten frames. ROAM automagically takes advantage of frame-to-frame coherence to get the best quality in your time budget, and take time proportionate to the number of LOD changes. ROAM thus gives you the best possible quality in minimum theoretical time, whereas VDPM can cause uncontrolled errors (example: you suddenly put your nose right on top of some interesting geometry and it takes a full second to pop to full detail). I'm happy to give lot's of implementation details/suggestions to you or anyone else who wants to give ROAM a try. There are a number of other sources of information on various approaches to ROAM-like systems out there (Alex Pfaffe http://ddg.sourceforge.net/, Seumas McNally http://www.longbowdigitalarts.com/seumas/ for example, Ben Disoe has a good page http://vterrain.org/LOD/published.html). Kevin Lackey wrote: > Which algorithm is a smaller O. VDPM or ROAM. I am looking at fractally > creating a height map for an entire planet and would like to know which of > the two common terrain techniques is less computationally intense. > > Kevin > > -- > > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list |