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Latest lod Activity

@cgrant Many thanks for the reply, I will see the link that you sent to me 

4,668 views
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I managed to get the back face shadow map generation working relatively easily…indeed, it does address the LOD transition shadowing issue. Of course, the shadowing itself is not working perfectly as I have various depth biases to (re)adjust/invert (I have different depth biases per shadow cascade t…

3,338 views
How to make blurry reflections without using LODs?

“IBL” just means you're getting lighting from an image. Any method for sampling lighting from an image is IBL, what the OP is doing here definitely qualifies. There are of course many other options for implementing IBL, such as pre-filtered cubemaps and other related techniques.

If your image has sm…

13,901 views

It's a little strange that he uses HLSL to calculate projected size and not C++.

You can't pick and choose different lod in hlsl, you can only deal with individuals vertx or pixels.

But I suppose he used hlsl code for demonstration.

Anyway.

4,870 views
Help me to understand Geometry Clipmaps

Ok, so It's a mesh of planes (high to low density) around the camera that adjusts the vertices Z by height-map values. But what happens, how does it work outside those frames? Its like the coarsest grid that somehave blends with the most outside clipmap (green in pic) plane? Or anything outside it,…

2,479 views
trsh said:
mean while maybe u have some know links/resources to share on this theme?

Yes, and in fact, that's what I wrote: Search the web for view-dependent LOD, view-dependent rendering, and mesh refinement models, and you'll find plenty to keep you reading.

Those are the search terms. Use them.

4,739 views

Something to read i found, but this is a client server approach and it uses shader programs, but it may show an approach to refine noise and generate meshes for a noise based lod. I can't judge from a short overfly if it can be done at interactive framerates ...

https://cesium.com/blog/2017/11/17/pr…

7,272 views
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