Level of Detail Part 2

By
Dave
Project
Published
24 Mar 2011 22:17
Last Modified
13 Jan 2013 17:40

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:

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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