Level of Detail Part 2

By
Dave
2011
Mar
24
22:17
Posted in

I described in Part 1 the basis of an approach for a planetary renderer with Level of Detail (LOD) support. I've now added the following:

  • Support for a simple cylindrical tiling scheme, using 512-pixel, square tiles and 2 tiles at LOD 0.
  • A background process to load tiles as required, without locking the rendering loop.
  • Datasets for surface texture, normals, specularity and clouds to LOD 5 (2048 tiles with an overall size of 32,768 x 16,384 pixels).

Figures 1-3 below show the mapping of surface texture, normals and specularity.

Normal and Specular LOD

Normal and Specular LOD

Normal and Specular LOD

Figures 1-3. View the French Alps showing normal and specular mapping at LOD 1, 3 and 5 respectively.

The next step is to adapt the atmospheric shaders for a tile-based approach. Adapting the cloud-shadowing algorithm will be the biggest challenge, since this will require more than one cloud tile in order to calculate the correct shadows for a single ground tile.

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