Outerra forum
Outerra Engine => Development screen shots and videos => Topic started by: cameni on April 13, 2011, 01:02:16 pm
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There's a new blog post about the new terrain mapping & compression tool.
You can find it here: http://outerra.blogspot.com/2011/04/new-terrain-mapper-tool.html (http://outerra.blogspot.com/2011/04/new-terrain-mapper-tool.html)
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Somewhat above my head personally, but good show.
Pleased for you, myself too... :)
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Great stuff. :cool:
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Very Nice!!!
Question: do you also map coastal lines in this tool? Because netherlands werent possible to show due to that it is beneath MSL...
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Very Nice!!!
Question: do you also map coastal lines in this tool? Because netherlands werent possible to show due to that it is beneath MSL...
No, not yet.
I'm not entirely sure how to handle it. For the ground level views to render correctly, there simply should be dikes that stop the water from flooding the area, not just some magic that masks the water out of a region. Applying coastal lines there would mean creating the dikes, but their size is below the resolution of terrain data and thus would have to be created separately in a vector layer - for example by placing a kind of road around them, elevating the terrain. Or it could be another stage that patches coastal regions only, smoothing the shores everywhere.
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I feel like making a T-Shirt that says...
I use a variant of quadrilateralized spherical cube projection, along with wavelet-based compression to process my data.
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HA, id buy it.
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Wow! 200 X faster does sound like a little more than just an improvement! :D
When do you think you will have the video out comparing the old datasets?
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When do you think you will have the video out comparing the old datasets?
It's not a video, but screens comparing the same locations now and then. I have them almost ready.
There will be some video from Angrypig though, if he ever comes through the phase of him saying - "I'm just going to fix/add this and that before making it" :)
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There will be some video from Angrypig though, if he ever comes through the phase of him saying - "I'm just going to fix/add this and that before making it" :)
Grr, I'm pretty angry right now.
:D
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There will be some video from Angrypig though, if he ever comes through the phase of him saying - "I'm just going to fix/add this and that before making it" :)
Grr, I'm pretty angry right now.
:D
No need. Sometimes people need a little motivation. That includes calling them out in-front of an audience.
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So hows that video coming along?
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Grr, I'm pretty angry right now.
LOL!
Nice screens. I can see a HUGE improvement in the before and after shots. Can't wait to fly through terrain in the demo. I've actually bitten off quite a few fingernails waiting in anticipation.
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A quick question about the video: Why did the water areas process so quickly if there's land under the water?
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A quick question about the video: Why did the water areas process so quickly if there's land under the water?
Underwater terrain comes with 1km resolution, whereas the land data have 90m or better. When processing oceans, the tool doesn't have to go so deep (in quad-tree hierarchy) as with the land, which results in the quicker processing.
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Excellent news!
No it seems that northern part of Europe will aslo get better elevation data..
Cant wait to see the results in Norway..
Keep it up, will be sure to follow this thread....
regards
Tom
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Underwater terrain comes with 1km resolution, whereas the land data have 90m or better. When processing oceans, the tool doesn't have to go so deep (in quad-tree hierarchy) as with the land, which results in the quicker processing.
So, when you process the terrain data, are you generating and storing all the qtree levels from 90m resolution down to 1m resolution (or whatever its the lower resolution) ?
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No, it goes the other way. When processing the terrain data, we are mapping and storing all the quad tree levels from 90m (or 1km in oceans) resolution up to coarser resolutions, ending with 40km one, I think. Detail finer than the stored one is generated in run time using fractals.
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Thank you :)
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(As you may remember, I havent been around for a while) I love these technical blogs, even and especially when they are over my head, gives me reason to read up on new material :-)
Keep it up!