Hi David,

On 2 November 2012 23:30, David Glenn <[email protected]> wrote:

> Greetings All!
>
> I did some analytical research on the files that VPB makes and confirmed
> that the software builds a map to a LOD that is equal to the resolution of
> the texture being used and stops at that point.

I also discovered that if add two different types of textures shay one that
> has 15 meters of resolution per pixel and another texture that has say 1
> meter of resolution per pixel
> that it process all areas up to the point that the 15 meter data is
> exposed then continue on only the areas that only the 1 meter data is
> exposed.
>
> That’s very cool! :)
>
> The Question I have is the question that I know I'm going to get asked, is
> what the function that does this is? How does it determine where to stop
> relative to the size that makes up the area of the terrain? Maybe easier to
> ask, is there any paper that explains how this works?
>

The way it works is to keep descending the quad tree LODs level till a LOD
level matches or exceeds the resolution of the source data (imagery or DEM)
that covers that particular tile.   The -l command option will provide a
maximum number of level to descend down to so if this is less than what is
required then you will not get the full resolution required.

I haven't written a paper on VPB's algorithms.  Will you be publishing
yours?  Perhaps myself and others can help edit/make suggestion
clarifications.

Robert,
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