Changes between Version 7 and Version 8 of TheoriesOfTerrainDeformation


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Timestamp:
Dec 8, 2010, 9:00:24 AM (13 years ago)
Author:
Torben Dannhauer
Comment:

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  • TheoriesOfTerrainDeformation

    v7 v8  
    2424
    2525== Modifying terrain by using osgEarth ==
    26 osgEarth can be used by loading a *.earth file in osgVisual instead of an VPB database. skySilverlining must be modified because osg::Fog can't be applied on osgEarth terrain. A fragment and vertex shader is available to plug it into osgEarth shader compositor. The performance of osgEarth is quite high since version 2.0, the tile preparatino is done outside the rendering and update thread, so framerates are quite high. Oee problem is to specify the correct LOD level to load a solution has to be determined.
     26osgEarth can be used by loading a *.earth file in osgVisual instead of an VPB database. skySilverlining must be modified because osg::Fog does not affect osgEarth terrain. A fragment and vertex shader is available to plug it into osgEarth shader compositor. The performance of osgEarth is quite high since version 2.0, the tile preparation is done outside the rendering and update thread, so framerates are quite high. One problem is to specify the correct LOD level for loading tiles, a solution has to be determined.
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    3636 1. If affected, check for each vertex if row/colum is inside the region of interest [[br]]
    3737 1. If inside region of interest: modify values [[br]]
    38   1. Using an image as source for tile patch: Auslesen des Images je Spalte, interpolieren der Werte auf Tile-Bereich und Vertexanzahl und addieren/ersetzen der ursprünglichen Werte.  [[br]]
    39   1. Using a math function as source for tile patch: Berechnen des Additions-/Zielwertes je vertex und addieren/ersetzen des ursprünglichen Wertes. Eingabewert in Algorithmus: Lat/Lon der 4 Tile-Ecken. Algorithmus kann für lat lon der Vertices in der Tile linear interpolieren. [[br]]
     38  1. Using an image as source for tile patch: Read out image values, interpolate values to tile range and vertices and replace/add to original values of the height field.  [[br]]
     39  1. Using a math function as source for tile patch: Calculate replacment/addition value per vertex and replace/add to original value. Inpit values for the algorithm: lat/lon of the four tile corners. The values for the vertices inside the tile can be calculated via linear interpolation. [[br]]
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