Re: Terrain LOD modelling.

New Message Reply Date view Thread view Subject view Author view

Steve Baker (steve++at++mred.bgm.link.com)
Mon, 18 Mar 96 22:19:24 -0600


> To make the triangles appear only when the tile is adjecent to a
> more detailed LOD tile, the triangles need to be generated
> selectively. You should generate a triangle when the elevation of
> the third vertex will be lower than the average of the elevations
> of the other two vertices on the tile edge.
>
> In this trick, gaps still exist where the above condition does not
> meet. However it is difficult to see the background through those
> gaps because more detailed LOD tiles are in most cases closer to the
> viewer and they hide the remaining 50% gaps.

Aha! Not so!!!

         ----+------------+------------+----
| | |
| | |
| | |
| Square A | Square B |
| | |
| | |
| | |
         ----+------------+------------+----
| | |
| | |
| | |
| | |
| | |
| | * |

My eyepoint is at the '*'. Now, if the high detail of A is *HIGHER* than the
low detail of B along their common edge, and A were in high detail and B in
low, then the scheme described above would fail - right?

But, I hear you say, A is always further away than B - ergo it's always at
lower detail than B - so no problem.

Well, this would be true if the transition range were always measured from
the center of the squares at sea level - but most modelling tools place the
transition range measuring point at the average of all of the vertices.
Hence, if square B had a *REALLY* high mountain in it somewhere (and yet still
be lower than A at some point on the boundary) then it's transition
range would be measured to a point much higher in elevation than square A
(which could be flat).

So, either generate fill-in triangles for both up and down transitions, or
be careful to force transition ranges to be measured relative to a point
at sea level.

Of course the world is round...so...well, work it out for yourself.

Another point to remember is that you want to force the surface normals of
your in-fill triangles to point more-or-less upwards or else the sun-shading
of your vertical in-fill triangles will produce nasty black blobs in
the terrain when the sun is high in the sky.

The ultimate solution is to morph your terrain between one LOD and the next -
but that isn't as easy as it sounds (although Performer 2.0 makes it a lot
easier).

  Steve Baker.

  Steve Baker 817-323-1361 (Vox-Lab)
  Hughes Training Inc. 817-695-8776 (Vox-Office/vMail)
  2200 Arlington Downs Road 817-695-4028 (Fax)
  Arlington, Texas. TX 76005-6171 steve++at++mred.bgm.link.com (eMail)


New Message Reply Date view Thread view Subject view Author view

This archive was generated by hypermail 2.0b2 on Mon Aug 10 1998 - 17:52:33 PDT

This message has been cleansed for anti-spam protection. Replace '++at++' in any mail addresses with the '@' symbol.