Hi

We have used a Dynamic CLOD implementation in the past and it work quite
well on  constrained datasets but at processing cost and does not scale
to larger datasets or dense data sets such as LIDAR based.

We are in the process of moving away from a dynamic clod implementation
to an a more traditional/style tiled based solution to handle the
unlimited elevation data we have to work with in the same way that we
can currently handle terra-bytes of imagery on the fly.


Gordon

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Gordon Tomlinson

Product Manager 3D
Email  : gtomlinson @ overwatch.textron.com
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(C): (+1) 571-265-2612
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can arouse one's instinct for survival" 
- Master Tambo Tetsura

 

-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tomas
Hnilica
Sent: Tuesday, October 14, 2008 9:07 AM
To: OpenSceneGraph Users
Subject: [osg-users] dynamic LODs

Hello all OSG users,

does anyone know about dynamic Level Of Details implementation in OSG?
There are well described algorithms like several types of Hoppe's
Progressive Meshes or Garland's Quadric Error Metrics.
I am wondering if no one made an OSG implementation (or is there some
major problem for such dynamics in scenegraph?).

The chunkLOD by Vladimir Vukicevic referenced on vterrain.org is not
available.
Also the Demeter project is not available on
http://www.terrainengine.com, but I found it on
http://www.tbgsoftware.com/downloads.html. Anyway it's not a general
dymamic LOD, but it's mainly for terrains.


Many thanks,
Tomas
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