Level of Detail
-
- Competition winner
- Posts: 1123
- Joined: Sun Jun 10, 2007 11:14 pm
Level of Detail
Can anyone recommend to me a good site explaining how to go about simplifying meshes? I want to do it for LOD, obviously, and want to do it inside of irrlicht. I've looked on google, but haven't found anything overly useful.
You would need some sort of algorithm for morphing the mesh.
this would be rather difficult to write from scratch but may be easier to do with the modeling tool and multiple mesh files, depending on the format perhaps even built in lod in the mesh.
I don't know of such an algorithm but I can't imagine a determined person couldn't find it.
perhaps bing would be better then google who knows get creative with your bad self.
I just used it myself and found this
http://www.gamasutra.com/features/20000 ... ner_01.htm
not entirely useful but it's a start.
hey check this out I think it works
http://www.scribd.com/doc/3124116/A-Sim ... -Algorithm
this would be rather difficult to write from scratch but may be easier to do with the modeling tool and multiple mesh files, depending on the format perhaps even built in lod in the mesh.
I don't know of such an algorithm but I can't imagine a determined person couldn't find it.
perhaps bing would be better then google who knows get creative with your bad self.
I just used it myself and found this
http://www.gamasutra.com/features/20000 ... ner_01.htm
not entirely useful but it's a start.
hey check this out I think it works
http://www.scribd.com/doc/3124116/A-Sim ... -Algorithm
-
- Posts: 299
- Joined: Mon Nov 27, 2006 6:52 pm
- Location: GERMANY
- Contact:
you should check out this paper from stan melax
http://docs.happycoders.org/orgadoc/gra ... /gdmag.pdf
He shows you how to implement a working progressive mesh algorithm.
the source is also available. the link should be found in the paper.
http://docs.happycoders.org/orgadoc/gra ... /gdmag.pdf
He shows you how to implement a working progressive mesh algorithm.
the source is also available. the link should be found in the paper.
-
- Competition winner
- Posts: 1123
- Joined: Sun Jun 10, 2007 11:14 pm
Or else, you could do the LODs manually and create an ISceneNode which swapped between them given the height in the screen, the distance to the camera, or whatever another algorithm you saw fit to swap between them
Requires less effort and is a valid approach.
Requires less effort and is a valid approach.
"There is nothing truly useless, it always serves as a bad example". Arthur A. Schmitt
-
- Posts: 914
- Joined: Fri Aug 03, 2007 12:43 pm
- Location: South Africa
- Contact:
-
- Competition winner
- Posts: 1123
- Joined: Sun Jun 10, 2007 11:14 pm
-
- Posts: 299
- Joined: Mon Nov 27, 2006 6:52 pm
- Location: GERMANY
- Contact:
Well that's exactly the thing I wanted to do after I finished my bachelor-thesis on this topic. But that you will do it suits meLonesome Ducky wrote:I know, I just thought it would be fun to do. I plan on making a scene node that generates a few levels of detail right when you load it, you can specify how many levels there are, the detail, and the distance.
LOD-SceneNode would be a nice feature to have within irrlicht.
-
- Competition winner
- Posts: 1123
- Joined: Sun Jun 10, 2007 11:14 pm
-
- Posts: 168
- Joined: Sun Feb 04, 2007 3:30 pm
- Location: France
UV remap depend of your method to simplify models, and it's the real challenge in my opinion, you'll need to support things like tilling and much more. Maybe try to do X level of detail generated at the start and for each one try to create in real time a new texture for them, that you will store.
But the problem now is about memory ...
But the problem now is about memory ...
-
- Competition winner
- Posts: 1123
- Joined: Sun Jun 10, 2007 11:14 pm
i don't think there really is such an easy solution which will work on average meshes.
i once heard the marching cubes algorithm being used for mesh simplification too.
or try this: http://cg.cs.uni-bonn.de/aigaion2root/a ... 6-mesh.pdf
it doesn't look easy, but the screenshots look really promising.
i once heard the marching cubes algorithm being used for mesh simplification too.
or try this: http://cg.cs.uni-bonn.de/aigaion2root/a ... 6-mesh.pdf
it doesn't look easy, but the screenshots look really promising.
-
- Competition winner
- Posts: 1123
- Joined: Sun Jun 10, 2007 11:14 pm
that's the same thing I posted.Masterhawk wrote:you should check out this paper from stan melax
http://docs.happycoders.org/orgadoc/gra ... /gdmag.pdf
He shows you how to implement a working progressive mesh algorithm.
the source is also available. the link should be found in the paper.
________________________________
all good things come from america, hotpockets and the industry in which your favorite band thrives. - balls mcgee