Marcus Lindblom wrote:
> Allen Bierbaum wrote:
>   
>> OpenSG wrote:
>>   
>>     
>>> #1: Create demo of billion polygon rendering
>>> ---------------------+------------------------------------------------------
>>>   Reporter:  allenb  |       Owner:  dirk       
>>>       Type:  task    |      Status:  new        
>>>   Priority:  major   |   Milestone:  1.8 Release
>>>  Component:  System  |     Version:  1.8        
>>> Resolution:          |    Keywords:             
>>> ---------------------+------------------------------------------------------
>>> Changes (by dirk):
>>>
>>>   * version:  2.0 => 1.8
>>>   * milestone:  2.0 Release => 1.8 Release
>>>
>>> Comment:
>>>
>>>  I see this one being important, but I want to keep it simple if we can.
>>>  Therefore I would promote deriving it from the cluster tutorials and
>>>  creating a very simple polygonal/fractal/sinusoidal landscape for testing.
>>>
>>>   
>>>     
>>>       
>> Does anyone have an idea for exactly what polygonal/fractal/sinusoidal 
>> landscape to test with.  I am all for having something complex that can 
>> be auto generated but I need a link to a method to generate it.
>>
>> Any ideas?
>>   
>>     
> Use a perlin noise function? You ought to be able to find one on the net.
>   
I guess I was thinking of something a bit more interesting then noise. :)

I would like to use a model of something that is interesting to two groups:

1. People that need this type of support for rendering very large 
models.  ie. simulation and sci viz people.  For example the type of 
user that may want to visualize a simulation of the sun or a simulation 
of an explosion.

2. Readers of opengl.org, slashdot, and digg.  Rendering a huge model of 
something interesting could generate quite a bit of interest.

We could generate a fractal terrain to render but I think people will 
just say "why are you rendering it brute force".  Similarly we could 
generate a forest of trees or something like that but people may ask why 
we just don't use level of detail code. 

That said, if anyone has code for generating vegetation in OpenSG it 
could be very interesting to see.  See 
http://www.vterrain.org/Plants/index.html for more details on this 
area.  SpeedTree is used quite a bit with game engines and I think the 
early papers about it are public, I just can't find them right now.

Does anyone know of a good simulation equation that can generate lots of 
data and is relatively interesting?

Please let me know if you have any ideas.

-Allen

> Cheers,
> /Marcus
>
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http://sel.as-us.falkag.net/sel?cmd=lnk&kid=120709&bid=263057&dat=121642
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