Building this website January 27, 2021
This website was built using gatsby, mdx, and bulma. This is a discussion on why.
Building this website January 27, 2021
This website was built using gatsby, mdx, and bulma. This is a discussion on why.
TALOD Vertex Reduction November 21, 2002
What if we could dynamically change the level of detail for 3D objects? A Hardware-optimized dynamic LOD method.
Years 1995-2001 January 01, 1995
Games, Multimedia, Accounting, Graphics, and Visualization projects
IonCreation January 01, 1992
A platformer game written using Microsoft QuickBasic 4.5 for MS-DOS. Download and play it using DOSBox!
The following was submitted to flipcode in 2002:
These screenshots were taken from my undergrad project. The aim of the project was to have a look at developing a high performance progressive mesh and explore its application.
The image shows 4 screen shots. Each shot is of the same scene using a different mechanism to render it. In the top right of each shot the frame-rate is displayed. At the bottom right the number of visbible triangles (frustum clipping) is shown, along side the number of triangles actually drawn (by the rendering mechanism, labeled "Tris drawn").
The screen shots are taken on a horribly old machine (Pentium 200), and show how the scene rendered at full detail results in a frame-rate of 1.11 fps (top left). top right: shows a visually conforming rendition, where only as much detail is removed as to be imperceptible (4.55 fps). bottom left: distribution of 20002 polygons accross the scene (20.83 fps) bottom right: shows a system that reduces detail until the fps reaches 50-55k (52.38 fps)
The program shown uses OpenGL and GLUT, and runs under both windows and linux (well, most *nix).
The data structure I made basically does not touch the vertex list, and uses the glDrawElements command to fire the objects at the card. The same reference mesh is used by multiple instaces of the same object.
The mesh is always at some given LOD (level of detail), and has additional information that allows it to transition incrementally to any desired LOD. Each level of LOD has an associated error term that allows us to intelligently distribute polygons accross the scene giving preference to details that are more important.
As with standard PMs (Progressive Meshes), this incremental data is stored on disk in most significant to least significant order.
It was basically an excercise at developing a FAST PM, and exploring the ways of making use of it. The best feature of this whole excercise, in my opinion, is the idea of scalable games:
Basically, because of the ordering of the data, we only need to read as much information as we are interested in. This means that we can have a 150mb model on disk, but only read 150k of it. Reading that 150k gives us a lower detail approximation of the full blown model. We then use this in the game, because the game does not need much detail. However, in the future, when they get their Geforce-18, the game can read all of the data......
There are a lot of advanced topics that I didn't get to touch, because this is a "single subject" project... however I will be returning to do post-graduate work continuing in this area, so hopefully I'll have some more things to send you guys.