Hi,

Thankfully, there's a lot of people on this list using osgTerrain, which means that hopefully others have pondered about the same issue that we are currently having when rendering high resolution terrain: the visual "popping" of terrain tiles in the terrain.

In the sample videos below, we have tweaked the lighting to make the visual effect more obvious:

ftp://ftp.weatherone.tv/projects/popping/popping_dive_sample.mp4
ftp://ftp.weatherone.tv/projects/popping/popping_flight_sample.mp4

Since we normally work with large high resolution terrains, we would like to keep the geodetic-quadtree structure of the pagedLOD database, but we're a bit unsure about how to address the "popping" issue within this framework. One approach could possibly be to implement some kind of heightfield interpolation between LOD-n and its four children in LOD-n+1 based on camera distance*LOS_scale over a fraction of max/min view distance for the two LOD levels...(?) .

What approach / strategy would you suggest? Anyone who have have tried and succeeded/failed and willing to share their experience?

A similar discussion for terrain rendering in osgEarth is discussed here:
http://forum.osgearth.org/height-mapping-on-GPU-td7432851.html

Best regards,
John


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