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 __________________________________________________________ Gordon Tomlinson Product Manager 3D Email : gtomlinson @ overwatch.textron.com __________________________________________________________ (C): (+1) 571-265-2612 (W): (+1) 703-437-7651 "Self defence is not a function of learning tricks but is a function of how quickly and intensely one 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 _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

