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Implement Geomorphing between LODs #158

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TokisanGames opened this issue Jul 24, 2023 · 4 comments
Open

Implement Geomorphing between LODs #158

TokisanGames opened this issue Jul 24, 2023 · 4 comments
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enhancement New feature or request idea Just an idea, may or may not be implemented low priority Low Priority
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@TokisanGames
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TokisanGames commented Jul 24, 2023

As the LODs move across the terrain there's a slight shift. Mike Savage said this could be resolved with geomorphing, which will create a smooth transition from a high resolution mesh to a low resolution one.

Links

MIT white paper
https://dspace.mit.edu/handle/1721.1/45990

https://archive.gamedev.net/archive/columns/hardcore/geomorph/index.html
https://www.gamedev.net/articles/programming/graphics/terrain-geomorphing-in-the-vertex-shader-r1936/

https://www.gamedev.net/forums/topic/219815-geomorphing/

@TokisanGames TokisanGames added enhancement New feature or request idea Just an idea, may or may not be implemented low priority Low Priority labels Jul 24, 2023
@TokisanGames TokisanGames added this to the Polished Version milestone Jul 24, 2023
@Saul2022
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This has no impact on performance right?

@TokisanGames
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Who knows. Probably not noticable.

@phire
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phire commented Oct 14, 2023

The direct impact of geomorphing should be nearly zero. It's just a bit of extra code in the vertex code.

But geomorphing will does have a direct impact on visual quality. You are bringing the LOD transition closer, just so you can fade the transition over a wider range. If you choose to compensate for this loss of visual quality by increasing the LOD transition distance, there will be an indirect performance impact.

@TokisanGames
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Seams may be missing, which may be exacerbating the lod transition, as reported here:

https://discord.com/channels/691957978680786944/1065519581013229578/1192696406897610812

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enhancement New feature or request idea Just an idea, may or may not be implemented low priority Low Priority
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