[osg-users] osgdem --terrain vs polygon count?

2008-09-29 Thread Jean-Sébastien Guay

Hi all,

I admit I don't know what causes osgdem --terrain to take so little time 
to generate the same terrain that would take hours without that option. 
I suspect that's part of the answer to my question. But I'd like to know 
a few of the details if possible.


I was wondering why, when I generate a database with the --terrain 
option, the geometry is a uniform grid (not simplified)? I would suspect 
this would affect the run time speed on large terrain and where the rest 
of the scene (other than the terrain) is complex?


So are we trading a (very large) increase in build speed for a slowdown 
in run time speed on slower video cards? What is the magnitude of that 
slowdown in practice (assuming it actually exists)?


Thanks,

J-S
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Re: [osg-users] osgdem --terrain vs polygon count?

2008-09-29 Thread Robert Osfield
Hi J-S,

The main speed up with using --terrain in the osgdem/vpbmaster build
is that the tile geometry doesn't need to simplified - it can just be
aquired from the source DEM's as grids and then output as grids.

At runtime there will typically many more triangles being rendered
with an --terrain (osgTerrain) scene than one with standard paged
database with osg::Geometry, the delta between the two depends upon
how flat the region is, and the error metric used in the
simplification, and the SampleRatio used in osgTerrain at runtime.

The key thing to remember with --terrain databases is that since the
triangulation is done dynamically on load you do load balancing - you
can set the Terrain::setSampleRatio() according to the hardware that
you have, so low level hardware you can set a very low ratio to cull
lots of geometry, while high end hardware may even be able to handle a
ratio of 1.0.

You can't do this type of geometry complexity load balancing with a
polygonal paged database, the best you can do is change the Camera's
LODScale which affects LOD selection and hence which Nodes, Textures
and Geometry that will be selected.

Robert.

On Mon, Sep 29, 2008 at 3:50 PM, Jean-Sébastien Guay
[EMAIL PROTECTED] wrote:
 Hi all,

 I admit I don't know what causes osgdem --terrain to take so little time to
 generate the same terrain that would take hours without that option. I
 suspect that's part of the answer to my question. But I'd like to know a few
 of the details if possible.

 I was wondering why, when I generate a database with the --terrain option,
 the geometry is a uniform grid (not simplified)? I would suspect this would
 affect the run time speed on large terrain and where the rest of the scene
 (other than the terrain) is complex?

 So are we trading a (very large) increase in build speed for a slowdown in
 run time speed on slower video cards? What is the magnitude of that slowdown
 in practice (assuming it actually exists)?

 Thanks,

 J-S
 --
 __
 Jean-Sebastien Guay[EMAIL PROTECTED]
   http://www.cm-labs.com/
http://whitestar02.webhop.org/
 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

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Re: [osg-users] osgdem --terrain vs polygon count?

2008-09-29 Thread Jean-Sébastien Guay

Hi Robert,


The main speed up with using --terrain in the osgdem/vpbmaster build
is that the tile geometry doesn't need to simplified - it can just be
aquired from the source DEM's as grids and then output as grids.


[...]


The key thing to remember with --terrain databases is that since the
triangulation is done dynamically on load you do load balancing - you
can set the Terrain::setSampleRatio() according to the hardware that
you have


Ok, so in order to get --terrain databases to work optimally on all 
machines I would have to expose this setting in my software's config 
files (for example) so that it can be tweaked according to each 
machine's hardware, is that right?


I would suspect that on relatively flat terrain, the terrain database 
using simplified geometry might run fast enough on all machines (or all 
reasonably fast machines) without losing any relevant detail, whereas 
the --terrain database would be too slow on older machines, which would 
require that we lower the sampleRatio, and thus lose some detail? Is 
that possible?


In that case, if we need to support a large number of different hardware 
configurations, we might be willing to accept the longer build times of 
not using --terrain in exchange for not needing to tweak sampleRatio and 
not losing any detail.


Thanks,

J-S
--
__
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http://whitestar02.webhop.org/
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Re: [osg-users] osgdem --terrain vs polygon count?

2008-09-29 Thread Robert Osfield
Hi J-S,

You need to decide what you want to do, but personally I'd recommend
using --terrain and then in your app decide how much detail you want,
you can make this user definable, provide reasonable defaults for
different classes of hardware 0 they key is it's under your control
and even after the app is deployed you can still tweak things to
better fit the hardware.

--terrain also provide much greater opportunities for compressing the
tiles on disk.  More work will go into this in the future, so tiles
with --terrain will end up being more compact despite have more
geometry detail available when you need it.

Robert.

On Mon, Sep 29, 2008 at 4:20 PM, Jean-Sébastien Guay
[EMAIL PROTECTED] wrote:
 Hi Robert,

 The main speed up with using --terrain in the osgdem/vpbmaster build
 is that the tile geometry doesn't need to simplified - it can just be
 aquired from the source DEM's as grids and then output as grids.

 [...]

 The key thing to remember with --terrain databases is that since the
 triangulation is done dynamically on load you do load balancing - you
 can set the Terrain::setSampleRatio() according to the hardware that
 you have

 Ok, so in order to get --terrain databases to work optimally on all machines
 I would have to expose this setting in my software's config files (for
 example) so that it can be tweaked according to each machine's hardware, is
 that right?

 I would suspect that on relatively flat terrain, the terrain database using
 simplified geometry might run fast enough on all machines (or all reasonably
 fast machines) without losing any relevant detail, whereas the --terrain
 database would be too slow on older machines, which would require that we
 lower the sampleRatio, and thus lose some detail? Is that possible?

 In that case, if we need to support a large number of different hardware
 configurations, we might be willing to accept the longer build times of not
 using --terrain in exchange for not needing to tweak sampleRatio and not
 losing any detail.

 Thanks,

 J-S
 --
 __
 Jean-Sebastien Guay[EMAIL PROTECTED]
   http://www.cm-labs.com/
http://whitestar02.webhop.org/
 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

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