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help with terrain rendering

Started by Dragon_Strike Jul 9, 2006 at 8:00 AM 1 replies 650+ views
Original Post
Dragon_Strike
Dragon_Strike
well im hoping to implement a rendering algorithm to my terrain engine... which is right now using bruteforce... my goal is to render a 2048x2048 heigtmap at reasonable framerates... im new to this and aint that good with it... ive read several papers on this topic.. and somehwat understood what it says.. but thats how far i can get... i have no idea how to implement it... soo far ive only managed to implement the method descibed in "Fast Terrain Rendering Using Geometrical MipMapping"... ive implemente it with triangle fans and some roughness calc... thats pretty much my level right now... but its not good enough... ive read one paper which sounds very interesting "Geometry Clipmaps: terrain Rendering Using Nested Regular Grids" which i hope to implement in the future... doesnt seem to hard.. but right now i have no idea how... i tried to make an implementation where the middle always follwed th camera but i got some wierd horizontal popping even on the first detal level when rendeirng a flat surface... another interesting algorithms is the one described in "Terrain Simplification Simplified: A General Framework for View-Dependent Out-of-Core visualation"... but i didnt rly understand much more than the concept... ive read the book 3D Terrain programming".. but the book just covers the concept and doesnt explain how to implement it... and the source code is just to messy right now im stuck.. what im asking for is some directions to what i can do to get better in this field... maybe some tutorials or simple algorithms as the one i mentioned earlier with which i can practise... or anything... [Edited by - Dragon_Strike on July 9, 2006 8:26:05 AM]
Hexus
Hexus
I would try the XVox technique. It is similar to geomipmapping but uses morphing in all three dimensions to eliminate the need for crack fixing. I've been able to get very high triangle throughput with this method.
JohnBolton
JohnBolton
Quote:
Original post by Dragon_Strike
soo far ive only managed to implement the method descibed in "Fast Terrain Rendering Using Geometrical MipMapping"... ive implemente it with triangle fans and some roughness calc... thats pretty much my level right now... but its not good enough...


Triangle fans? I hope you aren't drawing a 17x17 grid (for example) using 64 triangle fans. If you are, then there is room for major improvement.

Let's say your highest resolution patch size is 129x129. Then depending on the LOD level, you draw a 129x129, 65x65, 33x33, 17x17, 9x9, 5x5, 3x3, or 2x2 grid. You should draw each patch as a single indexed triangle list (or strip). For a 2k x 2k terrain, that is 16 x 16 patches, or 256 draw calls for the entire terrain.
John BoltonLocomotive Games (THQ)Current Project: Destroy All Humans (Wii). IN STORES NOW!

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