Bezier Patches
Hi!
Does anyone know about a source that discusses Bezier Patches, especially implementing Frustrum Culling and Intersection? Do you think Bezier Patches are a good way to draw terrain?
Thanks
a very good book is dave eberly''s this goes into quite a bit of detail about curved surfaces.
http://www.magic-software.com/3DGameEngineDesign.html
bezier patches are a GREAT way to draw terrain there only problem is that they require quite a bit of CPU work.
IIRC nate miller is doing a bezier patch editor at the moment
http://members.xoom.com/myBollux
http://www.magic-software.com/3DGameEngineDesign.html
bezier patches are a GREAT way to draw terrain there only problem is that they require quite a bit of CPU work.
IIRC nate miller is doing a bezier patch editor at the moment
http://members.xoom.com/myBollux
January 22, 2001 10:22 PM
Try looking at these documents http://www.gamasutra.com/features/20000530/sharp_01.htm and http://www.gamasutra.com/features/19991027/deloura_02.htm. As always go to www.Google.com and search, there is a great deal of information out there.
Bezier surfaces are actually a bad idea for terrain. When it comes to LOD you are going to run into the issue of having cracks in your terrain because adjacent patches are subdivided to a different level. If you don''t care about that though, they would work great since you could just generate the triangles at certain LOD on startup and never have to do it again. Also, like zeek said, they will be expensive to calculate unless you cache them. For a terrain caching might not work since you will have a ton of patches and the memory usage could get out of hand. You would probably be better off using one of the heightmap methods that everyone seems to be using today. Try http://www.vterrain.org/ for lots of terrain info.
Nate Miller
Bezier surfaces are actually a bad idea for terrain. When it comes to LOD you are going to run into the issue of having cracks in your terrain because adjacent patches are subdivided to a different level. If you don''t care about that though, they would work great since you could just generate the triangles at certain LOD on startup and never have to do it again. Also, like zeek said, they will be expensive to calculate unless you cache them. For a terrain caching might not work since you will have a ton of patches and the memory usage could get out of hand. You would probably be better off using one of the heightmap methods that everyone seems to be using today. Try http://www.vterrain.org/ for lots of terrain info.
Nate Miller
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