HI Brett,

On Thu, Sep 24, 2009 at 6:32 AM, Brett Thomas Lee
<[email protected]> wrote:
> All I want is the technique description since there are lot of LOD techniques 
> out there.Based on which technique is osg LOD is based on???Any papers??

PagedLOD is not based on any particular paper, and I've not written a
paper on it either.

Rather PagedLOD is evolution over quite a few years from a standard
range based LOD to a range based LOD with support for requesting
external LOD children be loaded in a background thread(s).  In some
ways PagedLOD is incredible simple - go look at the source code, it's
pretty tiny itself, mainly just a container, and a method for
determining the child to use given a camera position, and the ability
to do the external requests when no child is available of the required
range, and then a fallback to the next available LOD child.  PagedLOD
also provides hooks for expiry of children that are now out of range,
so to enable load balancing.

What makes PagedLOD powerful is not the container class itself, but
the DatabasePager that does the work in the background to do the
loading, and the flexibility of the OSG's database plugin mechanism -
you can us it to drive the loading of static paged database (as
generated by VirtualPlanetBuilder), or dynamically generated databases
such as do by osgEarth and ossimPlanet.

Another key elements that works behind the scenes is that the OSG
supports automatic OpenGL objects reuse, texture subloading and
incremental compilation.  As an end user you don't actually need to
understand all this, it all just happens for you to help your app
reach a solid 60Hz.  All you need to do as a user is concentrate on
building the databases.

Robert.
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