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SCSLOD Terrain Rendering - Siggraph Asia 2011

Posted: Mon Nov 21, 2011 6:12 am
by JohnJ
It's been a long time since I've been around here, several years actually (that seems so long!) I've been busy as an undergrad in college, working on misc. projects (not all of which are 3D or OGRE based which is why I haven't been around here in a while).

However last year I did work on a project involving 3D terrain rendering, and I used Ogre for a lot of prototyping and testing. For this project I developed a terrain rendering algorithm I call SCSLOD (Symmetric Cluster Set LOD), which I'll be presenting at Siggraph this december:

http://www.siggraph.org/asia2011/techni ... n=sketches
("Fast Multiresolution Terrain Rendering with Symmetric Cluster Sets")

Basically it's an improvement of the standard "Chunked LOD" technique which I found useful. It reduces the batch count 6x on average.

Also... in my dabbling in making my own simple engines from scratch I've come to appreciate how much of a time saver and huge asset Ogre is to actually getting a working product done. I think I might be working on a big-ish project with Ogre soon (for a senior design project for my university), which might involve planets and forests and dynamic lighting and... you get the picture :). If I do this, I will almost certainly open source it :D

Re: SCSLOD Terrain Rendering - Siggraph Asia 2011

Posted: Mon Nov 21, 2011 7:33 am
by amigoface
welcome home !

Re: SCSLOD Terrain Rendering - Siggraph Asia 2011

Posted: Tue Nov 22, 2011 5:23 pm
by JohnJ
Thanks! It seems like there's a lot of catching up I have (wow, sinbad retired), I'm sure Ogre has changed a lot since I last used it. It's good to see many game projects still moving along using Ogre and Ogre still the most popular free 3D engine according to devmaster :)

Re: SCSLOD Terrain Rendering - Siggraph Asia 2011

Posted: Tue Nov 22, 2011 11:26 pm
by jacmoe
Hi John - nice to see you here! :D