镶嵌过渡
我想实现从精细几何到粗略几何的曲面细分过渡,反之亦然,以便地形渲染不会引入不连续性(裂纹)。 不需要实时性能,即它可以独立于视图。
您对以下提案有何看法:
alt text http://www .shrani.si/f/A/qD/2UJlczki/tessellation.png?
- 有可能吗?
- 你实施过类似的事情吗?
- 有什么缺点?
- 您有更简单的建议吗?
I want to implement tessellation transition from fine to coarse geometry and vice versa for terrain rendering which doesn't introduce discontinuities (cracks).
Real-time performance is not required i.e. it can be view-independent.
What do you think about the following proposal:
alt text http://www.shrani.si/f/A/qD/2UJlczki/tessellation.png?
- Is it even possible?
- Have you implemented something similar?
- What are the drawbacks?
- Do you have any simpler suggestions?
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是的,这已经做过很多次了。例如,请参见分层 4-K 网格。可能有专门针对地形建模和渲染的参考资料,但我手头没有。
Yes, this has been done many times. See for instance Hierarchical 4-K Meshes. There are probably references that are specific to terrain modeling and rendering but I don't have one handy.