Original Post
I've been looking at various LOD techniques for terrain engines, such as GeoMipMapping, GeoMorphing and ClipMapping.
I've also seen how DX11 tessellation can be used to take a low triangle count terrain and make it much smoother, but what I've not seen is anything that talks about combining one of the LOD techniques with tessellation.
For example, my landscape may be divided into segments, with the maximum segment detail being say 128x128 vertices. Further away segments may be rendered in lower levels of detail (64x64, 32x32 etc), but if a segment gets closer than a certain point then tessellation could be used to increase the triangle count.
Has this been done?
I guess there's no reason it wouldn't work.
Thanks
Ben
I've also seen how DX11 tessellation can be used to take a low triangle count terrain and make it much smoother, but what I've not seen is anything that talks about combining one of the LOD techniques with tessellation.
For example, my landscape may be divided into segments, with the maximum segment detail being say 128x128 vertices. Further away segments may be rendered in lower levels of detail (64x64, 32x32 etc), but if a segment gets closer than a certain point then tessellation could be used to increase the triangle count.
Has this been done?
I guess there's no reason it wouldn't work.
Thanks
Ben