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Rendering 3d globes and terrain #12

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obsgolem opened this issue Jan 11, 2024 · 1 comment
Open

Rendering 3d globes and terrain #12

obsgolem opened this issue Jan 11, 2024 · 1 comment
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@obsgolem
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This is a major missing item in the WGPU and Rust space IMO. There are lots of complexities here, such as

  • Hierarchical LOD, with LOD selection based on screen space error
  • Handling cracks
  • Mapping textures at different LOD than the underlying geometry
  • Floating point artifacts due to the scale of the earth
  • Zooming logic: do you zoom based on altitude or zoom to cursor? How do you make zoom to cursor not janky?
  • Combining multiple layers of both imagery and terrain

Cesium appears to be state of the art in a lot of these areas, so referencing their code would probably be wise.
This is a good article I found on how they handle floating point artifacts. The book 3D Engine Design for Virtual Globes appears to have a lot of good info as well. Also, Unreal's Nanite LOD tech might be a good reference to improve significantly on state of the art for terrain rendering.

@Maximkaaa Maximkaaa added the new feature New feature or request label Jan 11, 2024
@Maximkaaa Maximkaaa added this to the 0.3 milestone Jan 11, 2024
@Maximkaaa
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Related to #2

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