i´m currently focus on terrain programming, and i have three questions:
I want to have convincing collision detection / and response in my terrain.
How could i realize that? It is a good idea to use a decimated mesh of my terrain to represent the collision data? And what kind of space partition technique is recommended? I thought about a quadtree.
I want to incorporate my radiosity processor for terrain lighting. But i´m afraid that the lighting looks faceted (since the normals for radiosty are calculated per surface and not per vertex (which procduces smoother lighting)).
How could i arrange my radiosity processor to achieve good and smooth terrain lighting?
For rendering, which kind of partitioning tree ist better: Octree, Quadtree, or yet another tree?
Would be nice if i get some ideas and input,
Thanks in advance
based on your question, I think this would be a good place to start: http://www.vterrain.org/LOD/Papers/index.html
Originally posted by Fastian:
[quote]Originally posted by bulldogs:
2) i would find a new lighting technique
How about you average out the face normals per vertex and use them for smooth shading?[/QUOTE]That would mean using “per vertex” normals - which is what he can’t do.
Malakai2007 perhaps you can subdivide your terrain (even if it’s just a relatively small/localised area) to smooth out the actual geometry while doing your lighting calculations.
If he is using a height map, then sub-division is limited by the resolution of the height map. Further sub-division is futile and also produces geometry aliasing artifacts.
I think what rgpc meant was to subdivide the terrain further just for the radiosity processor, store the result in a lightmap and apply this to the original heightmap.