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Warzone Foliage System


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@@UniqueOne -

 

Kasper A. Andersen and Christian Bay:A survey of algorithms for construction of optimal Heterogeneous Bounding Volume Hierarchies. 2006

In this paper we describe algorithms for automatic object hierarchy construction. We develop and evaluate a Branch and Bound algorithm. The algorithm is controlled by a heuristic- and cost function. The hierarchy data structure built by the algorithm is the Approximating Hybrid Bounding Volume Hierarchy. It has nodes with varying branching factors, multiple bounding geometry types and approximating geometries in the leaf nodes.

 

 

 

 

Maybe that could be helpful for your automatic collision bounding volumes?

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@@UniqueOne -

 

Kasper A. Andersen and Christian Bay:A survey of algorithms for construction of optimal Heterogeneous Bounding Volume Hierarchies. 2006

 

In this paper we describe algorithms for automatic object hierarchy construction. We develop and evaluate a Branch and Bound algorithm. The algorithm is controlled by a heuristic- and cost function. The hierarchy data structure built by the algorithm is the Approximating Hybrid Bounding Volume Hierarchy. It has nodes with varying branching factors, multiple bounding geometry types and approximating geometries in the leaf nodes.

 

 

 

 

Maybe that could be helpful for your automatic collision bounding volumes?

 

Looks like exactly what is needed. If I am able to make it work or not, is another story hehe.

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@@UniqueOne -

 

You might like this one too...

 

Kasper A. Andersen and Christian Bay:Effects for a Game Engine. 2006

 

http://image.diku.dk/projects/media/christian.bay.kasper.andersen.06.pdf

 

Our approach introduces an infinitely large landscape with constant framerate and no stalls at runtime. With more computational power, more resources will be used for dynamic lightning, and natural effects like water. We present simple and fast shader approaches for both of these effects

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