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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.
The text was updated successfully, but these errors were encountered:
This is a major missing item in the WGPU and Rust space IMO. There are lots of complexities here, such as
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.
The text was updated successfully, but these errors were encountered: