TokisanGames / Terrain3D

A high performance, editable terrain system for Godot 4.
MIT License
2.09k stars 120 forks source link

Implement Geomorphing between LODs #158

Open TokisanGames opened 1 year ago

TokisanGames commented 1 year ago

As the LODs move across the terrain there's a slight shift. Mike Savage said this could be resolved with geomorphing, which will create a smooth transition from a high resolution mesh to a low resolution one.

Links

MIT white paper https://dspace.mit.edu/handle/1721.1/45990

https://archive.gamedev.net/archive/columns/hardcore/geomorph/index.html https://www.gamedev.net/articles/programming/graphics/terrain-geomorphing-in-the-vertex-shader-r1936/

https://www.gamedev.net/forums/topic/219815-geomorphing/

Saul2022 commented 1 year ago

This has no impact on performance right?

TokisanGames commented 1 year ago

Who knows. Probably not noticable.

phire commented 11 months ago

The direct impact of geomorphing should be nearly zero. It's just a bit of extra code in the vertex code.

But geomorphing will does have a direct impact on visual quality. You are bringing the LOD transition closer, just so you can fade the transition over a wider range. If you choose to compensate for this loss of visual quality by increasing the LOD transition distance, there will be an indirect performance impact.

TokisanGames commented 9 months ago

Seams may be missing, which may be exacerbating the lod transition, as reported here:

https://discord.com/channels/691957978680786944/1065519581013229578/1192696406897610812