Greetings Robert!

This thing started out as a how-to paper that was only for my own consumption. 
Then my bean counter counterpart in the lab got a hold of it (as a per-review) 
and he escalated it! Now they are talking "gee why not make it a paper?"   

So, I'm going to have to nail them down this week and see if they really what 
me to do that! 

D Glenn


robertosfield wrote:
> Hi David,
> 
> 
> On 2 November 2012 23:30, David Glenn < ()> 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,
> 
>  ------------------
> Post generated by Mail2Forum


------------------------
David Glenn
---------------
D Glenn 3D Computer Graphics &amp; Media Systems.
www.dglenn.com

------------------
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http://forum.openscenegraph.org/viewtopic.php?p=50984#50984





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