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Impostor rendering

Started by Zavie Jul 13, 2004 at 10:47 AM 2 replies 1.4k views
Original Post
Zavie
Zavie
Hello, Have you ever implemented impostor rendering with Direct3D? I'm looking for some examples of such rendering technic (I've read papers describing the method, but nothing pratical such as defining the required frustrum and so on). Thank you!
-- Zavie
circlesoft
circlesoft
A couple of weeks ago, we had a topic at GDOD about tree rendering, and impostors came up quite a bit. Check out the log, maybe.

How complex are you talking about getting with it? It's not that hard to implement, if you follow the following rules:
if( DistanceToObject <= FullRenderDistance ){   RenderFullObject();}else if( DistanceToObject <= ImpostorRenderDistance ){   RenderReducedObject();}else{   RenderImpostor();}
For the full object, simply use the normal, high-poly object. For the reduced object, render a lower-poly object. For the impostor, you can use a textured quad and billboard. ID3DXSprite is very useful for this, and easy to use. It's very efficient, as well.
__Daedalus__
__Daedalus__
Don't forget to check out the Billboarding demo from the DirectX SDK too.
Zavie
Zavie
Hi,

Thank you for your links.

In fact I'm almost ok with impostor's theory (Schauffler's paper [http://graphics.csail.mit.edu/~gs/papers/05_imposter_95.pdf] is really helpfull) and billboard rendering. My problem is the render to texture step: setting a correct frustrum, and rendering to a transparent texture.
-- Zavie

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