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Level of detail #9

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Eldemarkki opened this issue Dec 21, 2019 · 3 comments
Open

Level of detail #9

Eldemarkki opened this issue Dec 21, 2019 · 3 comments

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@Eldemarkki
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Implement level of detail. One level per chunk.

@Eldemarkki Eldemarkki added the feature New feature label Dec 21, 2019
@Eldemarkki Eldemarkki added this to To Do in Marching Cubes Terrain feature roadmap via automation Dec 21, 2019
@Eldemarkki Eldemarkki assigned Eldemarkki and unassigned Eldemarkki Dec 21, 2019
@hongwangg
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Hi! Do you happen to have any idea on how to implement LOD in marching cubes? (I can't really figure it out myself so yeah)

@Eldemarkki
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Hey, I have not looked into this very much yet, but I think I have one idea of how this could maybe be implemented, but I have no idea if it would work. Here it is:

This representation is only in 2D, but it would work the same in 3D.
Every point represents a density point. Every green point is sampled, and every red point is just skipped. Essentially, the green points would just form a new and larger voxel to march. There would be a visible seam between chunks of different LODs, but (I think) that would be a relatively easy fix with some interpolation magic.

Images for different LODs (may cause headache: dense grid/dots)

LOD 0:
lataus (2)

LOD 1:
lataus (3)

LOD 2:
lataus (4)

LOD 3:
lataus (5)

@Whitebrim
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Hey, I have not looked into this very much yet, but I think I have one idea of how this could maybe be implemented, but I have no idea if it would work. Here it is:

This representation is only in 2D, but it would work the same in 3D.
Every point represents a density point. Every green point is sampled, and every red point is just skipped. Essentially, the green points would just form a new and larger voxel to march. There would be a visible seam between chunks of different LODs, but (I think) that would be a relatively easy fix with some interpolation magic.

Images for different LODs (may cause headache: dense grid/dots)

Octatree fill fit it, I think

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