level-of-detail

How to give a mesh, vertex like self lighitng?

安稳与你 提交于 2020-01-15 15:48:07
问题 How we can give any complex mesh, vertex like self lighting. I tried increasing light ambient, material ambient, but as soon as it goes far it starts disappearing. I want that to be visible at whatever distance it is at. I have tried getting vertex from a cylinder then putting color in it, works fine for colors but fails at distance. have a look here and have a look at this too 来源: https://stackoverflow.com/questions/5700001/how-to-give-a-mesh-vertex-like-self-lighitng

Manual selection lod of mipmaps in a fragment shader using three.js

岁酱吖の 提交于 2020-01-02 05:12:42
问题 I'm writing a physically based shader using glsl es in three.js. For the addition of specular global illumination I use a cubemap dds texture with mipmap chain inside (precalculate with CubeMapGen as it's explained here). I need to access this texture in fragment shader and I would like to select manually the index of mipmap. The correct function for doing this is vec4 textureCubeLod(samplerCube sampler, vec3 coord, float lod) but it's available only in vertex shader. In my fragment shader I

Manual selection lod of mipmaps in a fragment shader using three.js

戏子无情 提交于 2019-12-05 14:29:50
I'm writing a physically based shader using glsl es in three.js. For the addition of specular global illumination I use a cubemap dds texture with mipmap chain inside (precalculate with CubeMapGen as it's explained here ). I need to access this texture in fragment shader and I would like to select manually the index of mipmap. The correct function for doing this is vec4 textureCubeLod(samplerCube sampler, vec3 coord, float lod) but it's available only in vertex shader. In my fragment shader I'm using the similar function vec4 textureCube(samplerCube sampler, vec3 coord, float bias) but it

Distant 3D object rendering [games]

断了今生、忘了曾经 提交于 2019-12-04 07:48:49
问题 What is the basic premise behind technology such as is found in Oblivion (and other games, I'm sure; haven't played enough to know), wherein objects from afar are vaguely shown when you view them from a distance? For example, a large tower is a mile away and you see the vague rectangle of it sticking up from the horizon... Obviously a giant 3D scene cannot all be rendered, and I know that in the case of heightmaps there are just approximation algorithms that are used to reduce the heightmap

Reduce number of points in line

半腔热情 提交于 2019-11-28 06:56:51
I'm searching for algorithms to reduce the LOD of polylines, lines (looped or not) of nodes. In simple words, I want to take hi-resolution coastline data and be able to reduce its LOD hundred- or thousandfold to render it in small-scale. I found polygon reduction algorithms (but they require triangles) and Laplacian smoothing, but that doesn't seem exactly what I need. dbr I've modified the code in culebrón's answer , removing the need for the Vec2D/Line classes, instead handling the points as a list of tuples. The code is slightly less tidy, but shorter, and a bit quicker (for 900 points, the

Reduce number of points in line

試著忘記壹切 提交于 2019-11-27 01:42:17
问题 I'm searching for algorithms to reduce the LOD of polylines, lines (looped or not) of nodes. In simple words, I want to take hi-resolution coastline data and be able to reduce its LOD hundred- or thousandfold to render it in small-scale. I found polygon reduction algorithms (but they require triangles) and Laplacian smoothing, but that doesn't seem exactly what I need. 回答1: I've modified the code in culebrón's answer, removing the need for the Vec2D/Line classes, instead handling the points