Lee Willis (lwillis++at++inreach.com)
Fri, 27 Mar 1998 08:19:03 -0800
> Hi pfAll,
>
>From Performer Programmer´s Guide:
>"LODs can be generated using simple adaptations of well-known,
>non-uniform-tesselation surface subdivision algorithms."
>I would like to construct LODs from a high resolution set of triangles
>where certain features, e.g. outlines of areas like lakes, glaciers, etc.
>should change at a slower rate across several LODs than the number of
>triangles inside these areas.
>Are there well-known algorithms solving this problem as well?
No. :-( Constructing an ASD "bottom-up" (starting from the most detailed
and working backwards) is a particularly thorny problem, one I was never
able to crack adequately. This is because of the requirements of how an
each LOD in an ASD must be connected to each other. It is much simpler
to start with a coarse tesselation and subdivide it according to those
rules
than to start with a fine tesselation and merge those into coarser samples.
>Are there any free/cheap libraries or source code supporting such
>algorithms?
None that I know of.
>Thanks for any help!
>
> Jonas
------------------------------
Lee Willis Virtual Landscape Dermatologist
lwillis++at++terrex.com TERREX
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