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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