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#1
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![]() Quote:
This might explain it for you. http://www.nvidia.com/object/tessellation.html In games with large, open environments you have probably noticed distant objects often pop in and out of existence. This is due to the game engine switching between different levels of detail, or LOD, to keep the geometric workload in check. Up until this point, there has been no easy way to vary the level of detail continuously since it would require keeping many versions of the same model or environment. Dynamic tessellation solves this problem by varying the level of detail on the fly. For example, when a distant building first comes into view, it may be rendered with only ten triangles. As you move closer, its prominent features emerge and extra triangles are used to outline details such as its window and roof. When you finally reach the door, a thousand triangles are devoted to rendering the antique brass handle alone, where each groove is carved out meticulously with displacement mapping. With dynamic tessellation, object popping is eliminated, and game environments can scale to near limitless geometric detail. . Last edited by KG26_Alpha; 11-11-2010 at 08:17 AM. |
#2
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I believe also that tesselation works with a "texture" mapping similar to what is done with the normal an bump map of an object.
If, and it is a big "if" as I have no idea, this map is different frome the bump/normal I presume that improving visual aspects of certain ground objects can be done without damaging the representation of the aircraft themselves... JVM |
#3
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Thanks for clearing it up.
Even if it's not a top priority for me at this point in time, in the way you describe it it would indeed be useful eventually by making the transition between LODs smoother. |
#4
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You can apply Tessellation to anything made from polys or normal maps, it's up to the developer to decide what they want to Tessellate.
Oleg could easily apply it to the SoW engine without "protrusions" on surfaces, he just needs to apply it only to the poly's on the model (don't use mapping) and limit the factored amount. For a bit of fun try this (Note must a DX11 card) : http://www.geeks3d.com/20100819/gpu-...ion-benchmark/ |
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