Hi J-S, This is huge topic, not something I just quickly go over in a few emails, and especially not when I'm busy. Sorry.
Robert. On Wed, Jul 2, 2008 at 3:12 PM, Jean-Sébastien Guay <[EMAIL PROTECTED]> wrote: > Hello Robert, > > We currently have a student doing a masters project at our company, and his > job will be to improve the terrain algorithms in the Vortex toolkit (both > for physical simulation and graphical representation). One aspect is > generating terrain from a height field, which is what VPB does. > Unfortunately, since we need to support dynamic terrain/height fields, and > since we also need to do collision detection against it, we cannot use VPB > directly and will have to re-do much of the work that is already in VPB. > > I was wondering if you had any pointers to what strategies are used to > generate the terrain. Any articles/papers? Both the actual geometry > generation and the LOD strategies are of interest. The code is available for > study but we're really looking for some high-level overviews of how it does > its work and why those given tradeoffs were chosen. > > Any information you provide would be helpful. Thanks in advance, > > J-S > -- > ______________________________________________________ > Jean-Sebastien Guay [EMAIL PROTECTED] > http://www.cm-labs.com/ > http://whitestar02.webhop.org/ > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

