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RenHoek

Member Since 07 Jul 2006
Offline Last Active Nov 04 2012 01:04 AM
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#4916328 Procedural planets - floating point precision handling

Posted by RenHoek on 24 February 2012 - 02:49 PM

Hi there

Your idea of translating everything to the 0,0,0 point seems fine
Its the method I've used before. ( and other packages I've worked on )

We stored our planet geometry in the CPU in worldspace doubles. ( it was an old project )
Then converted all the double-precision data to a 32bit camera=0,0,0 positioning scheme before sending to the card.

But if you're doing it using the compute shader then yea... I guess convert your matricies in a way that your data is still positioned relative to the camera rather than in world space.
Humas wrote an article in GPUPro 1 which describes how to handle matricies to minimize low-precision jittering.

Good luck, and I look forward to screenshots! :)

Ren


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