Question: HUGE meshes/structures and LOD
Posted: Wed Sep 03, 2014 5:27 am
Hi there
I was wondering how the LOD for really big objects/ships (planet or moon sized) would work.
I was picturing a huge ship that looks similar to an aircraft-carrier .. except it is as big as a moon, with lots of generated detail.
Then I thought if you used traditional LOD mechanisms the whole thing would have to be loaded into memory when you get close.
If it has a lot of detail then it could be a million polys or more at that scale, especially if the object is procedurally generated.
So I went looking for ideas of how one could deal with this scenario and found
"View-dependent refinement of progressive meshes" http://research.microsoft.com/en-us/um/ ... roj/vdrpm/
So the question I have is, do you guys think this could be realistically done with a UV mapped object and in real time?
I was wondering how the LOD for really big objects/ships (planet or moon sized) would work.
I was picturing a huge ship that looks similar to an aircraft-carrier .. except it is as big as a moon, with lots of generated detail.
Then I thought if you used traditional LOD mechanisms the whole thing would have to be loaded into memory when you get close.
If it has a lot of detail then it could be a million polys or more at that scale, especially if the object is procedurally generated.
So I went looking for ideas of how one could deal with this scenario and found
"View-dependent refinement of progressive meshes" http://research.microsoft.com/en-us/um/ ... roj/vdrpm/
So the question I have is, do you guys think this could be realistically done with a UV mapped object and in real time?