Re: [Plib-devel] Terrain optimization in ssg?
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From: Gil C. <g.c...@ca...> - 2000-08-20 23:31:55
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At 02:15 PM 8/20/00 -0400, you wrote: >I seem to remember a while back that someone >was talking about adding one of the terrain optimization >algorithms (ala ROAM and others) to ssg. Does anyone >know who brought this up and if anything has been done about >it? Well, I did mention it about a fortnight ago as a possible future contribution, but my efforts are currently on the VRML import/export followed by documentation and then the ssgStatistics module. I think that it will be a fair while before I get to implementing ROAM for PLIB in my spare time! That said, ROAM is only one of a number of continuous level of detail schemes for real time rendering - albeit a fairly oft-discussed one. If you're thinking of doing some work on a CLOD system for PLIB, you might like to also look at some of the other methods of doing it - adaptive quadtrees, view independent progressive meshes and bin tri-trees, as well as simple distance based switching of meshes. Ben Discoe's VTerrain site has a good summary of these techniques, with links to their original papers at http://vterrain.org/LOD/published.html Gil --------------------------------------------------------------------- 3D Graphics Programmer CSIRO Minesite Imaging Group Pinjarra Hills, QLD, AUSTRALIA http://www.cat.csiro.au/automation/projects/SurMap.htm "Experience is something you don't get until just after you need it" --------------------------------------------------------------------- |