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http://en.wikipedia.org/wiki/MegaTexture
id Tech 6 will use a more advanced technique that virtualizes further both the geometry and the texels (texture points): Voxel Spare Octree (VSO). This works by not using geometries anymore (triangles and textures) but by instead storing colored 3d points in an octree. The goal being to be able to stream parts of the octree, going further down along the tree for nearby objects to give them more details, and to use higher level, larger voxels for further objects, which give an automatic level of detail system for both the geometry and the texture space at the same time. Despite most Voxel rendering tests end using very large amount of memory (up to several Gb), John Carmack claimed he's able to compress such VSO to 1 byte per voxel.
我没看到是说仅仅应用在地形上。
的确不冲突,但是Polygon-based Rendering会增加Raycasting的运算量,这也是为什么德军总部3D没有采用Polygon-based Rendering的主要原因之一。这也是为什么现在我们用基于Projection的Rasterizer,而不用Ray-casting来显示Polygon的主要原因之一。 |
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