An other Interesting paper

http://www.informatik.uni-rostock.de/~hc009/publications.html



On Thu, May 14, 2009 at 11:53 AM, David Spilling
<david.spill...@gmail.com>wrote:

> Kim,
>
>
> it does sound difficult to implement as a general case.
>
>
> Actually, I think that the only way to meet all current techniques with as
> common a scenegraph structure as possible is to render the heightfield to
> texture (generated somehow, e.g. FFT on CPU, sum of sines, FFT on GPU), then
> use vertex texture fetch to draw the vertices (e.g. projective, tiled,
> etc.).
>
> The main drawback (IMHO) is current performance : vertex texture fetch is
> slow on many cards; even fewer seem to support GL_LINEAR in hardware (which
> you need). Undoubtedly this will get better, but when I looked at this a
> little while ago, it was sluggish in comparison to techniques not involving
> VTF.
>
> To be honest I've don't think I've seen a real time
>> ocean simulation with geometric wake formations, they usually just use
>> texture overlays.
>
>
> I  agree; vertex deformation by wakes is... uncommon (we've done it in the
> past, but for very very application specific reasons that probably wouldn't
> be appropriate). However applying a deformation to your _normal_ field works
> easily, and works especially well at high altitudes in calm seas when you
> can't / shouldn't be able to see the vertices anyway. It's equivalent in
> construction to the way the surface wake foam textures work.
>
> One other point : for semi-infinite tiling oceans, have a look at the new
> instancing stuff that I recently saw contributed into OSG. I haven't played
> with yet it myself, but just repeating the base (high res) tile as an
> instance is probably higher performance than having to bother with LOD,
> skirts, and all the rest.
>
> Best regards,
>
> David
>
>
>
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>
>


-- 
Yann Le Paih
Keraudrono
56150 BAUD
Portable: +33(0)610524356
lepaih.y...@gmail.com
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