|
|
Well, quadtrees/octrees can be a form of LOD in and of themselves. Each node of the quadtree can have its own LOD calculated, and each node has a set of polygons in it. The higher up nodes (low LOD) have very large polygons, and are only rendered if they are very far away. As you get closer, you move down the tree to lower nodes, which have smaller, more detailed polys in them. Finally, when you hit a leaf node, you are drawing straight from the heightmap. You can augment this by biasing the split level of each node based on the number of triangles in it, or even by the curvature of the node. This is an EXTREMELY good method of handling terrains, because the LOD doesn't alter vertex positions, so it can be very hardware friendly. It can even support VIPMs (see DirtyPunk's column).
If you want more info on this, check www.gamasutra.com for an article a while back on adaptive quadtrees. They explain far better than I do. After that, read up on GeoMipmapping here at Flipcode, it is kinda a neat extension to this. The only real issue I have with pure quadtrees is that they are ultimately tied to heightmaps, which I find limiting. Another beautiful property of quadtrees is that the leaf nodes can be a different structure than the rest of the tree, say, by using splines or subdiv surfaces at the leaf nodes for that last bit of super detail...
Good luck with your researching
-Mike Taylor
|