Allen Bierbaum wrote:
> Marcus Lindblom wrote:
>   
>> Allen Bierbaum wrote:
>>      
>>       
>>     
>>> 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.
>>>
>>>
>>>       
>> 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. :)
>   
Ok. :)
> [snip]
>   
> 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.
>   
SpeedTree is cool. I used that at my previous company. I don't know much 
about their algorithms and I probably aren't allowed to talk too much 
about it either. Their main strength is that they have chosen good 
parameters to influence the generation of a tree, and they have an nice 
system for generating each level and choosing them at runtime. They also 
have an instancing system to reduce state-changes and the runtime-core 
is naturally API-agnostic.

Something like that would definately be cool as it would both be a ton 
of polys together with LOD-out-of-hell so the amount of detail would be 
pretty staggering.

Couldn't we just grab a number of different huge models (from the 
archives) and place them in one scene?

Cheers,
/Marcus


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