I think you need terrain LOD (e.g. open source library libMini), maybe you need to write your simulation code in C++, not in Blender...
> From: pierrick.k...@gmail.com > Date: Tue, 22 Oct 2013 17:42:39 +0200 > To: bf-committers@blender.org > Subject: [Bf-committers] Terrain modeling > > Hello, > > I am working on a robotic simulator based on Blender. > > I am using a small script [1] to generate terrain from aerial image > and heightmap [2]. > Those two images are quite big (9000x9000) with a 5cm per pixel resolution. > > My knowlwedge in modeling and mapping is quite limited, > so I'm only using a grid and the "Displace" modifier, > which limits me to a resolution of 50cm per pixel, > and results in a model of 850K+ vertices and 1.7M+ tris [3]. > > [1] https://github.com/pierriko/morse/blob/master/tools/terrain/blend_dtm.py > [2] http://en.wikipedia.org/wiki/Digital_elevation_model > [3] http://www.pasteall.org/pic/show.php?id=61222 > > > My question is, is there a way to optimize the terrain using other > methods (bump mapping / shaders) ? > > I tried using the "Decimate" modifier, but it breaks the model (end up > with a lot of holes in it). > > For info, my lab is using an eBee [4] for mapping. > > [4] > http://spectrum.ieee.org/automaton/robotics/aerial-robots/sensefly-and-drone-adventures-toss-uavs-off-the-summit-of-the-matterhorn > > Cross posted on > http://blenderartists.org/forum/showthread.php?315312-Terrain-modeling > > Thanks for your help! > -- > Pierrick Koch - http://morse.openrobots.org > PhD student, LAAS-CNRS > _______________________________________________ > Bf-committers mailing list > Bf-committers@blender.org > http://lists.blender.org/mailman/listinfo/bf-committers _______________________________________________ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers