Hi Brian, hi folks,

thanks for the hint. I have a look at streaming meshes.

Cheers,
David

On Wed, Sep 16, 2009 at 9:40 PM, Brian R Hill <bhil...@csc.com> wrote:
> Have you looked into streaming meshes? I've only looked at them briefly,
> but they look somewhat related.
>
> Brian
>
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> -----osg-users-boun...@lists.openscenegraph.org wrote: -----
>
> To: OpenSceneGraph Users <osg-users@lists.openscenegraph.org>
> From: David Angelo <vonengel.gro...@googlemail.com>
> Sent by: osg-users-boun...@lists.openscenegraph.org
> Date: 09/16/2009 03:26PM
> Subject: Re: [osg-users] Huge triangle mesh / Geometry Clipmap
>
> Hi Robert, hi folks,
>
> last century. ;-) Good to have an expert in this area.
> About VPB and osgEarth. I think so too. Nevertheless, they are both
> great tools! Thumbs up for the developers.
>
> The input data I currently have is a regular grid with holes. At the
> moment support for irregular meshes is not needed. All mesh
> manipulationa will be based on the regular grid. Do you have a hint
> how to efficiently triangulate this regular grid with holes?
>
> Since the resulting mesh will be pretty big and may not fit in the
> texture memory (I also have to share resources with a ravenous volume
> renderer), my first thought was using a continious LOD (no popping)
> approach. Does anybody have experience with such an algorithm? This
> algorithm may also be interesting for VPB.
>
> Ah, I almost forgot, the hole algorithm must be an out-of-core
> solution. So most propably I need to do paging at least between the
> main memory and the texture memory. Paging between hard disk and main
> memory may not be needed, since they normally have machines with quite
> a lot of memory.
>
> Thanks in advance for your comments.
>
> Cheers,
> David
>
>
> On Wed, Sep 16, 2009 at 10:27 AM, Robert Osfield
> <robert.osfi...@gmail.com> wrote:
>> Hi David,
>>
>> I used to work in the oil-gas sector so I'm rather familiar with needs
> for
>> visualizing large seismic horizon meshes, albeit a bit rusty - it was
> last
>> century that I did the work :-)
>>
>> VPB and osgEarth aren't likely to be too helpful for you as they really
>> aren't geared up for the quite specific type of needs you have.  What
> route
>> you take depends upon some of the constraints that you might be able to
> put
>> upon the geometry.  For instance, is it a regular grid with holes, or
> does
>> this mesh need to be an irregular triangle mesh?
>>
>> Robert.
>>
>> On Tue, Sep 15, 2009 at 8:40 PM, David Angelo
>> <vonengel.gro...@googlemail.com> wrote:
>>>
>>> Hi folks,
>>>
>>> I am starting to work on a project, where I have to render and
> manipulate
>>> huge
>>> triangle meshes (~200 mio. vertices).
>>> The meshes are seismic horizons, which are quite similar to ordinary
>>> terrain
>>> meshes. However, theses meshes can and will have holes.
>>> I think both VPN and osgEarth (which are pretty cool and I used them in
>>> different contexts) are not suited for this purpose.
>>> For the rendering part, my first idea was to use the "Geometry Clipmap":
>>> http://research.microsoft.com/en-us/um/people/hoppe/geomclipmap.pdf
>>> technique by Losasso & Hoppe. Has anybody already implemented it
>>> (preferably
>>> with OSG), or does anybody know if this technique supports meshes with
>>> holes?
>>> Perhaps an integration of this technique into VPB would also be worth
>>> thinking
>>> of.
>>> What do you think?
>>>
>>> Cheers,
>>> David
>>> _______________________________________________
>>> osg-users mailing list
>>> osg-users@lists.openscenegraph.org
>>>
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>>
>>
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