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revearz

LOD and Water

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Hello, I am currently working on a water program. It is based on FFT and can be tiled. For example, if a tile has resolution 64 x 64 = 8192 triangles and 10x10 tiles is in my view frustrum, that means that I have to render 8192 * 100 = 819200 triangles. Not very fast. What is a good way of handling level of detail in such a case? Any ideas or recommendations? Thanks.

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Well, a water grid is basically the same as a terrain heightmap, only dynamic That means that you can apply any terrain LOD method that can handle dynamic meshes (e.i. deformable terrain). Go to vTerrain for some great info. Also do a google search for methods like GeoMipMaps, ROAM and Chuncked LOD.

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