Re: [Algorithms] Curves...
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From: Dave S. <Dav...@sd...> - 2000-09-01 20:45:53
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Mats Lundberg wrote: > > Witch curve-algho "should" you use for a simple terrain rendering? That's "Which". Not the story book child-eating type. ;-) > Bezier or Nurb:s?? or maybe something else... If you want smooth looking terrains, both are good. If not, then you will have to do some bump or displacement mapping to get nice pits, valleys, and such. > Which is more efficient when storing the terrain info and then rendering it?? There are fast algo's for rendering Bezier patches. (via forward differencing). NURBS are usually broken down into Bezier and then rendered. > pros - cons... > pros: Bezier patches are easy to render. Few samples(control points) can yeild large surface areas. cons: Gotta watch for cracks between boundaries. (Look at Excitebike64 on Nintendo, especially the Desert course). Too smooth to be realistic. -DaveS |