Thread: [Plib-devel] Terrain optimization in ssg?
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From: Brian N. <ze...@on...> - 2000-08-20 18:15:19
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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? -Brian |
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" --------------------------------------------------------------------- |
From: Steve B. <sjb...@ai...> - 2000-08-21 03:05:45
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Gil Carter wrote: > > 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. ..and it's generally agreed that you don't really want to implement ALL the subtleties of ROAM because some of the final layers of optimisations do bad things to memory locality - and are actually somewhat pessimal. > 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. Distance-based mesh switching is of course already supported in SSG...although not with alpha blending between levels. > 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 There was significant discussion of ROAM and other continuous terrain LOD mechanisms at SigGraph. The bottom line conclusion was that the decision as to whether to go with fixed levels of detail - or continuous LOD - changes with the prevailing graphics technology - and that currently the availability of cheap T&L hardware means that the pendulum is swinging back towards multiple fixed levels of detail - or perhaps no level of detail management at all. This definitely reduces my enthusiasm for implementing ROAM in SSG - although if someone did want to write it, I'd be very happy to accept such a contribution into the codebase. -- Steve Baker HomeEmail: <sjb...@ai...> WorkEmail: <sj...@li...> HomePage : http://web2.airmail.net/sjbaker1 Projects : http://plib.sourceforge.net http://tuxaqfh.sourceforge.net http://tuxkart.sourceforge.net http://prettypoly.sourceforge.net |
From: Sam S. <sa...@sp...> - 2000-08-21 13:16:50
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----- Original Message ----- From: "Steve Baker" <sjb...@ai...> To: <pli...@li...> Sent: Monday, August 21, 2000 4:10 AM Subject: Re: [Plib-devel] Terrain optimization in ssg? > Gil Carter wrote: > > > > 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? Yeah, it was me. And I haven't done anything about it - although I still plan to .. It's for a game I'm working on in my spare time. I thought an extra planet based environment would make it seem like I'd achieved more, but in the end I decided that concentrating on the network engine would be more productive. :) If anyone's interested I was using the implementation on gamasutra as a starting point - http://www.gamasutra.com/features/20000403/turner_01.htm I was only ever really playing with it though, for the practice and experience. In the end I think I'll be generating the terrain from perlin noise (which of course already has lot's of LOD benefits), overlayed with pregenerated (but slightly randomised) features. But in the short term the gamasutra ROAM code seems to be an easy way to get fairly complex pre-generated landscapes into my game in the short term. > > 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 > > There was significant discussion of ROAM and other continuous terrain LOD > mechanisms at SigGraph. The bottom line conclusion was that the decision > as to whether to go with fixed levels of detail - or continuous LOD - changes > with the prevailing graphics technology - and that currently the availability > of cheap T&L hardware means that the pendulum is swinging back towards multiple > fixed levels of detail - or perhaps no level of detail management at all. > > This definitely reduces my enthusiasm for implementing ROAM in SSG - although > if someone did want to write it, I'd be very happy to accept such a contribution > into the codebase. Well, I only have a TNT2 (no T&L), so *I'm* still interested in ROAM :) Sam |