Hi Robert, hi folks, last century. ;-) Good to have an expert in this area. About VPB and osgEarth. I think so too. Nevertheless, they are both great tools! Thumbs up for the developers.
The input data I currently have is a regular grid with holes. At the moment support for irregular meshes is not needed. All mesh manipulationa will be based on the regular grid. Do you have a hint how to efficiently triangulate this regular grid with holes? Since the resulting mesh will be pretty big and may not fit in the texture memory (I also have to share resources with a ravenous volume renderer), my first thought was using a continious LOD (no popping) approach. Does anybody have experience with such an algorithm? This algorithm may also be interesting for VPB. Ah, I almost forgot, the hole algorithm must be an out-of-core solution. So most propably I need to do paging at least between the main memory and the texture memory. Paging between hard disk and main memory may not be needed, since they normally have machines with quite a lot of memory. Thanks in advance for your comments. Cheers, David On Wed, Sep 16, 2009 at 10:27 AM, Robert Osfield <[email protected]> wrote: > Hi David, > > I used to work in the oil-gas sector so I'm rather familiar with needs for > visualizing large seismic horizon meshes, albeit a bit rusty - it was last > century that I did the work :-) > > VPB and osgEarth aren't likely to be too helpful for you as they really > aren't geared up for the quite specific type of needs you have. What route > you take depends upon some of the constraints that you might be able to put > upon the geometry. For instance, is it a regular grid with holes, or does > this mesh need to be an irregular triangle mesh? > > Robert. > > On Tue, Sep 15, 2009 at 8:40 PM, David Angelo > <[email protected]> wrote: >> >> Hi folks, >> >> I am starting to work on a project, where I have to render and manipulate >> huge >> triangle meshes (~200 mio. vertices). >> The meshes are seismic horizons, which are quite similar to ordinary >> terrain >> meshes. However, theses meshes can and will have holes. >> I think both VPN and osgEarth (which are pretty cool and I used them in >> different contexts) are not suited for this purpose. >> For the rendering part, my first idea was to use the "Geometry Clipmap": >> http://research.microsoft.com/en-us/um/people/hoppe/geomclipmap.pdf >> technique by Losasso & Hoppe. Has anybody already implemented it >> (preferably >> with OSG), or does anybody know if this technique supports meshes with >> holes? >> Perhaps an integration of this technique into VPB would also be worth >> thinking >> of. >> What do you think? >> >> Cheers, >> David >> _______________________________________________ >> 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 > > _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

