Hi Robert

> I just read the paper.  It's a interesting and should be flexible
> approach to generating smooth roads by using coarse geometry and pixel
> shaders to compute the tex coords to give a final smooth look.  I
> wouldn't have though it'd take too much work to implement either.

in case anyone is interested there is one more paper.

http://www.j3l7h.de/talks/2005-02-01_Paving_Procedual_Roads_with_Pixel_Shaders.pdf

> The OSG has very capable multi-threaded paging which is more general
> purpose than this approach.  What is missing is would the procedural
> instancing and reuse of geometry for the trees/grasses.  If you
> implemented the later then you could use the standard PagedLOD for
> handling all the multi-threaded paging to get the scalability.

I'm long reader of osg list but my tasks are mostly in ai, physics,
planning small team work. I read it to keep my understanding of
graphics up to date .

and now I'm temporarily even in video processing industry, so when I
return to graphics world I think will do something like that


>  Intel's
> job is selling CPU's not teaching one the best way to implement
> something given the complete range of hardware available...

yes still they implemented quite intresting way to separate and sync
threads - which could be used to scale future demos based on osg ( not
just OpenScenegraph will be split between  threads, but physics, AI
logic, etc - it is important in a light that there are seems a
roadblock for Mghz for processors for a while and not only Intel will
follow a road of many processors and cores.


> With the integration of Present3D into OpenSceneGraph body it's my
> plan to start putting presentations together that show off a few more
> of the capabilities of the OSG in a more accessible way.

this is a great news.

Hope really there will be exciting demos in a near future.

Best regards
Sergey
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