[gts-general] Re: GTS do something about view-depend lod
Brought to you by:
popinet
From: Haifeng Li <pos...@gm...> - 2005-04-27 04:52:02
|
Hi Adrien=20 Thanks for your suggestions, and i will refere the archive. I noticed that gts include some class as following: Surface simplification and refinement -- reducing or increasing the number of edges of a triangulated surface. Out-of-core simplification -- objects for simplification based on vertex clustering Vertex split -- object encoding a reversible edge-collapse operation.=20 Progressive surfaces -- continuous level-of-detail for surfaces.=20 Hierarchical vertex split -- hierarchical extension of the vertex split.=20 Hierarchical surfaces -- extension of progressive surfaces allowing arbitrary sequences of vertex split or collapse. All of them had relationships with the LOD. So which one should i use? By the way, what you did impressed me, could you send a demo about your work or something more details to me? Thank you. Kindly Regards Haifeng >Adrien wrote: >Hello, > i used GTS hierarchical surfaces to simplify TIN according to a point of > view (in my case, it was more like a point of computation). > It worked well and pretty fast, excepted that i was forced to fix one or > two bugs in the GTS source (you can find emails about that in the GTS > archive). >=20 > But it is usualy said that using lod on TIN for rendering is not fast > enough compared to solution using regular network. You can find many > articles about that (theoretical ones, and practical ones (have a look > on gamasutra or gamedev.org for those employed in games)). >=20 > regards > Adrien >=20 > Haifeng Li wrote: >=20 > >Hi all > > > >I want used gts to do view-depend lod in the large scene created by TIN. > > > >Could you give me some advices? > > > >Kindly Regards. > > > > |