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Terrain renderer--Geomipmaps?
#103279
12/21/06 14:55
12/21/06 14:55
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Joined: Oct 2003
Posts: 4,131
Matt_Aufderheide
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While the terrain chunking method works well in many cases, it dosent currently allow for LOD of any kind. Of course for smaller terrains this not an issue, or where the view distance is not very far. However, for large and/or highly detailed terrains, some sort of LOD is needed, particularly where a far view distance (several hundred thousand units for instance)is used. May I suggest a future implementation of something like Geomipmapping , which is a simple and effective algorithm for patch-based LOD that is specifically designed for modern hardware? Alternatively, there is the ClipMap method as well, though I personally find the geomipmapping method somewhat simpler and more intuitive. As well as allowing for arbitrarily large and detailed heightmap-based terrain, this method can also be adapted for data streaming in the future. I dont often make big suggestions for the renderer, but I think this is a good and well-considered request.
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Re: Terrain renderer--Geomipmaps?
[Re: Matt_Aufderheide]
#103281
12/21/06 19:42
12/21/06 19:42
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Joined: Sep 2002
Posts: 8,177 Netherlands
PHeMoX
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Quote:
which is a simple and effective algorithm for patch-based LOD that is specifically designed for modern hardware?
How would something like this perform on lower end hardware?? Since it's a LOD algorithm it should especially run acceptable on low end hardware, or at least on the current lowest end hardware that runs 3d gamestudio (with terrains). I do like the idea of a terrain LOD though,
Cheers
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Re: Terrain renderer--Geomipmaps?
[Re: Matt_Aufderheide]
#103283
12/22/06 06:10
12/22/06 06:10
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Joined: Sep 2002
Posts: 8,177 Netherlands
PHeMoX
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Senior Expert
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That's exactly the answer I was hoping for.  Such a feature would indeed be nice then, Cheers
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Re: Terrain renderer--Geomipmaps?
[Re: jcl]
#103285
12/22/06 10:39
12/22/06 10:39
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Joined: Oct 2003
Posts: 4,131
Matt_Aufderheide
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JCL,
I have done extensive testing with chunked terrains of 1,000,000 vertices, and have found that performance is simply prohibitively slow (even on GeForce 8800) unless a very conservative farclip plane is used, such as 40,000 units given a scale of about a 150 unit-tall player model and a terrain size of about 1.1 million units wide.
i dont consider this vertex count for a terrain of this size to be particulary high. In fact I think its somewhat low.
I find it hard to accept that some form of LOD is not only beneficial but needed for a similar situation to run well on modern hardware.
My point is not a particular system, but that LOD is not only a good idea but neccessary. I cant believe that peformance with LOD is not going to be substantially bettter at scales and vertex counts like I have mentioned, and beyond--you are going to want very high vertex density near to camera.
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Re: Terrain renderer--Geomipmaps?
[Re: Matt_Aufderheide]
#103288
12/24/06 10:40
12/24/06 10:40
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Joined: Aug 2005
Posts: 343 Germany
HPW
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Posts: 343
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This is great to hear. What type of LOD will it be?
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