Hi Simon,

On 11/3/06, Simon Haegler <[EMAIL PROTECTED]> wrote:
> Speaking of you city models, could they be generated with multiple
> levels of detail?  We have another piece of code we have contributed to
> OpenSG recently (expect an announcement very soon).  This code provides
> some occlusion culling support and screen size LODs.  We are looking for
> some good example datasets for this code and once again some of your
> city models could work very well.

yes, we have models with lod. currently, the levels need to be designed
manually, but i am doing research on automated lod generation.

you mentioned screen size LODs. i am very interested in different ways
to measure screen size. do you have more info on this?

I have documented its use at:
 http://opensg.vrsource.org/trac/wiki/Doc/DevGuideFull

As for the algorithm I used, I took the knowledge I had gained working on the occlusion culling for 2.0 and used it to create the algorithm for switching LODs.  It basically takes into account how much screen size an objects bounding box would take up and also how fast the triangles degrade within the node. It seems to work pretty well and the objects that are taking up the most screen real estate are always rendered in high detail.

-Dan

--
Daniel E. Shipton
Software Engineer, Infiscape Corp.
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