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This is really interesting. I work for a company that maps the seabed and generating 3D models is part of the job. We have an application that renders the point
by wenbert 16y ago
This is really interesting. I work for a company that maps the seabed and generating 3D models is part of the job. We have an application that renders the points into a 3D model. For this, how do you go about rendering the map? Got any tips? Where should I start?
- cousin_it 16y agoThe intermediate steps of development were as follows: 1. Draw a big rectangle of flat-shaded ground (no textures, no heightmaps) tiled into triangles of equal size. Mouse navigation to fly over it. 2. Move the vertices vertically according to a formula - a procedural heightmap - e.g. a sine wave. 3. Add subdivision of triangles into smaller triangles as needed, like in ROAM (http://www.llnl.gov/graphics/ROAM/roam.pdf http://www.llnl.gov/graphics/ROAM/roam.pdf). 4. Solve hidden surface removal. This is easy because the triangles form a bintree-like structure, treat it as a BSP and draw back to front. 5. Implement loading of texture tiles. (Do you have those?) The scale of the texture to load for each triangle depends on its transformed Z value. 6. Implement loading of heightmaps in your preferred format. 7. Debug, optimize, debug, optimize, debug, optimize.