[osg-users] VPB and how it generates terrain
robert.osfield at gmail.com
Wed Jul 2 07:22:39 PDT 2008
This is huge topic, not something I just quickly go over in a few
emails, and especially not when I'm busy. Sorry.
On Wed, Jul 2, 2008 at 3:12 PM, Jean-Sébastien Guay
<jean-sebastien.guay at cm-labs.com> wrote:
> Hello Robert,
> We currently have a student doing a masters project at our company, and his
> job will be to improve the terrain algorithms in the Vortex toolkit (both
> for physical simulation and graphical representation). One aspect is
> generating terrain from a height field, which is what VPB does.
> Unfortunately, since we need to support dynamic terrain/height fields, and
> since we also need to do collision detection against it, we cannot use VPB
> directly and will have to re-do much of the work that is already in VPB.
> I was wondering if you had any pointers to what strategies are used to
> generate the terrain. Any articles/papers? Both the actual geometry
> generation and the LOD strategies are of interest. The code is available for
> study but we're really looking for some high-level overviews of how it does
> its work and why those given tradeoffs were chosen.
> Any information you provide would be helpful. Thanks in advance,
> Jean-Sebastien Guay jean-sebastien.guay at cm-labs.com
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