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Posted 09 June 2012 - 11:59 AM
Posted 09 June 2012 - 01:46 PM
Posted 09 June 2012 - 02:16 PM
Use mipmaping. Create your heightmap as a texture on the gpu, and make sure the gpu generates mipmaps for it. Then, when you are sampling the heightmap, you have mipmaps to give you coarse or fine grained results.
Posted 09 June 2012 - 03:54 PM
Posted 10 June 2012 - 11:24 AM
Posted 10 June 2012 - 11:26 AM
Posted 10 June 2012 - 11:34 AM
Posted 11 June 2012 - 08:25 AM
Your terms are confused. “Coarse” means “rough and without detail” while “fine” means “with detail”. Course is the far set of the terrain and fine is the single mesh that is right beneath you with the highest level of detail.
The lowest (coarsest) elevation map is simply the height map, right? What about the finer levels? How do i create their elevation maps?
Each mipmap is the next coarser level.
But, aren't mipmaps by definition smaller and at a lower resolution than the original texture? How can they represent finer levels?
It means as the heightmap texture is being modified on the GPU, anything the falls off one edge wraps to the opposite edge, and as such when you are accessing the heightmap texture you need to do the same. Trivial with the repeat wrap mode.
Also, in the paper they keep saying "toroidal access". What does that mean?
Yeah, that makes sense.
Well i still don't know how to obtain the elevation maps for each level. In the paper they talk about synthesis and decompression.. But then how does the mipmapping fit into this... I'm so confused!!!
Someone please explain all of this to me...
Posted 11 June 2012 - 08:57 AM
Edited by Waaayoff, 11 June 2012 - 08:58 AM.
Posted 11 June 2012 - 12:49 PM
Posted 11 June 2012 - 01:03 PM
Edited by Waaayoff, 12 June 2012 - 07:55 AM.
Posted 15 June 2012 - 01:11 PM
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Posted 18 June 2012 - 03:56 AM
Posted 18 June 2012 - 07:29 AM
Edited by L. Spiro, 18 June 2012 - 07:30 AM.