Generating spheres with unifrom vertex density
Hi, I'm in the fairly early stages of creating a 4x space strategy game, though it will have a fair bit of ground action as well. For many of the planets, I will need to use heightmapped 3d spheres as the basic mesh. The problem is that the most straightforward method of creating these meshes results in spheres with a non-uniform vertex density with more vertices around the poles. I was wondering if there are any well known methods for generating spheres with a unifrom vertex density, where the density is customizable?
Search the web for something like `equidistant points sphere' and you'll find lots of information about this problem.
Also, if you use a 3D texture for height displacement, the variability of vertex density becomes much less of an issue.
Also, if you use a 3D texture for height displacement, the variability of vertex density becomes much less of an issue.
This gives decent results for render able geometry.
http://mathproofs.blogspot.com/2005/07/mapping-cube-to-sphere.html
http://mathproofs.blogspot.com/2005/07/mapping-cube-to-sphere.html
I think another approach is giving vertices some repulsion forces and adjust their locations by the forces.
Though I've never used the technique myself, I'm a fan of the cube to sphere mapping. It'd be the first thing I'd try if I wanted to render a globe.
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