Beautiful Dave!  Excellent work!  I wish I had the time to make
Pernica's landscape as beautiful as Magicosm's landscape! (you have me
regretting my approach of having our 3D modeler hand craft the entire
terrain)

- John Wright
Starfire Research

David Yazel wrote:
>
> I have solved most of the performance issues I was encountering with terrain
> splatting.  I pushed all the level 0 patches up to level 1 and made 64x64
> meters the size of level 0 patches in the quadtree.  Level 1+ textures are
> pre-calculated for all patches and level 0 is a combination of dynamic
> splatting and level 1 textures.  I need to do some more work on smoothly
> transitioning level 0 -> level 1.  I think I will try Chris Thorne's
> suggestion and place alphas into the mipmap at level 0 to force a smooth
> fade out at the edges.  What is nice about this whole thing is that it is an
> enhancement to the terrain system which can be optimized by the user.  In
> other words the amount of "detail" can be set by the user or turned off
> completely.  I have not yet tested this with GeforceII, but I tend tho think
> this will work well on that card also.  Here are some preliminary "unpretty"
> screenshots.  Prob by the end of the weekend I will have screenshots which
> better show how nice this effect can be.
>
> http://www.magicosm.net/screenshots/cosm829.jpg
> http://www.magicosm.net/screenshots/cosm826.jpg
> http://www.magicosm.net/screenshots/cosm825.jpg
>
> The real trick to terrain looking nice is to have organic flow (rock,
> grass,etc) and natural organization of the terrain elements (cracked mud by
> river, moss on rocks, etc).  Add to this proper use of vegetation where
> needed (weeds on grass, flowers in rock cracks) and it comes together.  We
> should have all those elements working within a few days.
>
> Dave Yazel
>
> ----- Original Message -----
> From: "Yazel, David J." <[EMAIL PROTECTED]>
> To: <[EMAIL PROTECTED]>
> Sent: Thursday, August 15, 2002 11:39 AM
> Subject: [JAVA3D] Advanced terrain texturing - continued
>
> We implemented the technique described in this document:
>
> http://www.cbloom.com/3d/techdocs/splatting.txt
>
> I re-wrote our level 0 patch renderer to use layered alpha blended textures.
> Each of these patches is 128 meters x 128 meters.  All of the level 1+
> textures continued to use the pre-rendered textures, but for the level 0 we
> layers splats onto the terrain with blending.
>
> Each level 0 patch is rendered with a series of "splats" in a decal group.
> 1 to N splats are layers and rendered with repeated passes.  Each splat has
> a high density tiled seamless texture in texture unit 1 and a greyscale
> alpha map in unit 2.  Tye alpha mask is unique per patch and per splat.  We
> combine using the alpha from unit 2 and the rgb from unit 1.  After fooling
> around with various options we found that using an alpha map of 64x64 texels
> was sufficient for nice blending between between splats.  This allows for
> moss to be blended into rock and so forth.  You can use a perlin noise
> filter to set the alpha so that the alpha for each splat is contiguous,
> seamless and organic in nature.  The advantage is that the density of the
> terrain texturing is exceedingly high, but you are really only re-using the
> same 10,20 or 30 textures across your terrain, just blending them together
> differently.
>
> The tests from last night was on a Geforce 4 with 128 MB and a 2 GH Athelon.
> With level 0 patches visible to 500 meters the frame rate with 4 blended
> splats ( which is 4 multitextured passes per patch ) we had frame rates drop
> from 90 to 70, and sometimes as low as 60.  I do not yet know about the
> Geforce II, but can test that tonight.  But losing that much frame rate is
> probably going to be unacceptable.  However I have not given up hope yet.  I
> think I will add one more level of patches (down) to a 64 meter x 64 meter
> range and see how splatting works with a reduced number.  Perhaps the trick
> is to render the area immediatly around the user with a moving mesh and
> merge it with the less dense textures at level 1+.
>
> One thing which troubled me.  (And a question for the Sun engineers) In a
> few cases I could see a blended splat *through* a hill.  So the texture was
> for an occluded patch, yet the alpha splat was visible through the hill.
> This suprises me since I am using decal groups for the shapes.  Since the
> bottom texture is *not* transparent and only the coplanar ones are, then I
> would assume this would not be rendered in a seperate alpha pass.  For me to
> see a layer through an opaque hill it would require that Java3d was
> rendering all the layers as transparent objects *and* disabling zbuffer
> writing for all layers.  This could also contribute to a performance
> degradation since that means even more overdraw than is necessary.
>
> Dave Yazel
>
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