Page 1 of 2 12 LastLast
Results 1 to 10 of 13

Thread: Level of Detail Calculation

  1. #1

    Level of Detail Calculation

    Does anyone have any tips or links on how to go about Level of Detail calculation.

    I have a bunch of triangles that I need to split into a number of smaller triangles as the camera gets closer, and unsplit as it gets further away.

    I know I have do calculate something to do with the camera distance but I'm not sure what...triangle size? Max length of the sides?

    Anyone got any tips?

    Cheers

    Dean
    <A HREF="http://www.myhpf.co.uk/banner.asp?friend=139328">
    <br /><IMG SRC="http://www.myhpf.co.uk/banners/60x468.gif" BORDER="0">
    <br /></A>

  2. #2
    Anonymous
    Guest

    Level of Detail Calculation

    Actually you can base your triangle split/collapse on any of these parameters. But think first: do you really need real-time simplification process? Current GPU's can process really big amount of triangles (you will not be able to update each of these triangles every frame on CPU) so if you really need to do some LOD think about some set of fixed precalculated LOD's and switching between them when needed.

    MS currently switching away from fine grained LOD modifications. Original ideas of refining / collapsing can be found here:
    Hugues Hoppe hope page - http://research.microsoft.com/~hoppe/

  3. #3

    Level of Detail Calculation

    Previous e-mail was mine.

    PS. It's really not obvious to determine - am I logged in at this moment or not? The only definite indications is "Logout" button...
    There are only 10 types of people in this world; those who understand binary and those who don't.

  4. #4

    Level of Detail Calculation

    I forgot to mention this is spherical terrain rendering, I'm trying to get my project running on the lowest spec possible, so I'm trying to stick with non vendor specific opengl calls such as glDrawElements etc, and possible vertex buffer objects.

    So as you get closer to the terrain triangles off the screen will be moved toward a lower level of detail but triangles within the view move towards a higher LOD.
    <A HREF="http://www.myhpf.co.uk/banner.asp?friend=139328">
    <br /><IMG SRC="http://www.myhpf.co.uk/banners/60x468.gif" BORDER="0">
    <br /></A>

  5. #5

    Level of Detail Calculation

    maybe nurbs or splines would help in this case? calculating triangle splitting or collapsing in realtime would be inefficient.

    i would certainly advice you to utilize vbo's if you are even considering that your terrain should contain lod.

    doing a planet renderer?
    Peregrinus, expectavi pedes meos in cymbalis
    Nullus norvegicorum sole urinat

  6. #6

    Level of Detail Calculation

    Quote Originally Posted by JSoftware
    maybe nurbs or splines would help in this case? calculating triangle splitting or collapsing in realtime would be inefficient.
    Building triangles from splines is still plenty of work.
    What?_Ts the difference if it?_Ts for terrain? You?_Tre terrain should be partitioned anyway for frustum culling, so you might as well have multiple lod versions of those partitions and when rendering select the appropriate versions according to distance to camera.
    Building triangles from splines is still plenty of work

  7. #7

    Level of Detail Calculation

    This guy enspired me http://sponeil.org. Yes it is a planet render, I've had some good results from the perlin noise generator for my Alert fighter project http://www.cerebral-bicycle.co.uk/viewdoc.asp?doc=319.

    The planet here has been generated at run time from a single random seed. The problem is that it's a fixed size sphere, which doesn't get an more detailed as you get closer. I have a LOD sphere written to support the merge and split based on a Diamond Algorithm published at http://www.binstar.com but I've hit a snag on actually when to perform the merge or split. :?
    <A HREF="http://www.myhpf.co.uk/banner.asp?friend=139328">
    <br /><IMG SRC="http://www.myhpf.co.uk/banners/60x468.gif" BORDER="0">
    <br /></A>

  8. #8

    Level of Detail Calculation

    I've decided to try this approach. When a new triangle is created I work our the average height of all 3 points, then i work out the height of the midpoint or center of the triangle, the difference between the midpoitn height and the average is the amount of error in that triangle. Now based on this difference and some calculation of the distance from the midpoint to the camera I can decide if I need to split the triangle.

    I'm not sure what "calculation" to use for the error and camera distance to decide if I should split. Any ideas :?:
    <A HREF="http://www.myhpf.co.uk/banner.asp?friend=139328">
    <br /><IMG SRC="http://www.myhpf.co.uk/banners/60x468.gif" BORDER="0">
    <br /></A>

  9. #9

  10. #10

    Level of Detail Calculation

    Thanks for the link, but it's all in a language I can't read....sorry.. I did download the Landscape demoand it's great, nice work

    BTW Savage found this the other day http://www.fl-tw.com/Infinity/infinity_media.php

    This guy has done some amazing work, which is kind of what i'm after with the terain sphere. I'm still stuck on the LOD calculation so if anyone else has any ideas I would be greatful

    Cheers

    Dean
    <A HREF="http://www.myhpf.co.uk/banner.asp?friend=139328">
    <br /><IMG SRC="http://www.myhpf.co.uk/banners/60x468.gif" BORDER="0">
    <br /></A>

Page 1 of 2 12 LastLast

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Comodo SSL