tag:blogger.com,1999:blog-3779956188045272690.post5281750418089561384..comments2024-03-22T01:46:59.425-04:00Comments on Procedural World: Through the Eye of the NeedleMiguel Ceperohttp://www.blogger.com/profile/17586513342346629237noreply@blogger.comBlogger9125tag:blogger.com,1999:blog-3779956188045272690.post-53379665496841614012012-05-01T14:06:46.204-04:002012-05-01T14:06:46.204-04:00Thanks, it did not occur to me. You have any other...Thanks, it did not occur to me. You have any other tips you can share?Miguel Ceperohttps://www.blogger.com/profile/17586513342346629237noreply@blogger.comtag:blogger.com,1999:blog-3779956188045272690.post-7587973341069256162012-05-01T13:43:53.975-04:002012-05-01T13:43:53.975-04:00I don't know if you do this, but for the diffe...I don't know if you do this, but for the difference in vertex indices you always know for sure that the difference is at least 1. For positive offsets, you can subtract one and store the result. For negative offsets, add one. This might save single bits sometimes.<br /><br />But your approach is really interesting and I follow your work with great interest! Keep it up!D. Pelsmaekerhttp://www.16tonweight.com/noreply@blogger.comtag:blogger.com,1999:blog-3779956188045272690.post-90791169410966332282011-12-26T00:34:09.714-05:002011-12-26T00:34:09.714-05:00@Jose: It takes time to compress each chunk. The c...@Jose: It takes time to compress each chunk. The creation of the normal map alone could be around 400 msec. If cells are compressed on the fly, it adds to the time the client needs to wait for new content. Having precomputed chunks allows you to send more information, the challenge is to make optimum use of the available bandwidth. I was considering keeping several resolution levels at the server. If your connection is slow, the system would request lower resolutions.<br /><br />At this point my design constraints are not really technical but financial. 10k average is a sweetspot between what looks good, allows for enjoyable walking speeds, and generates the amount of transfer I could afford. That is why I'm experimenting with a server side that is just static files available through HTTP. It is the cheapest server configuration.<br /><br />If I was going to have custom severs, I would not use any of these techniques. I would create an adaptive mesh streaming protocol over UDP. I would be a lot faster, allow for more detail and use less bandwidth. But then these servers would be a lot more expensive to host.Miguel Ceperohttps://www.blogger.com/profile/17586513342346629237noreply@blogger.comtag:blogger.com,1999:blog-3779956188045272690.post-45903446467003329072011-12-26T00:04:09.569-05:002011-12-26T00:04:09.569-05:00@shd: 3DC won't go over a 4:1 ratio. A 256x256...@shd: 3DC won't go over a 4:1 ratio. A 256x256 normal map is around 30K.Miguel Ceperohttps://www.blogger.com/profile/17586513342346629237noreply@blogger.comtag:blogger.com,1999:blog-3779956188045272690.post-18651516125359475752011-12-25T17:32:28.391-05:002011-12-25T17:32:28.391-05:00Have you tried 3Dc for normal maps?Have you tried 3Dc for normal maps?shdhttps://www.blogger.com/profile/13985085132751784420noreply@blogger.comtag:blogger.com,1999:blog-3779956188045272690.post-20825649435659844572011-12-25T03:48:54.232-05:002011-12-25T03:48:54.232-05:00Excellent article, I'm really enjoying this se...Excellent article, I'm really enjoying this series so full of ideas. Thanks for sharing them!<br /><br />I was wondering about the 10k threshold and whether this is picked empirically? When you combine this compression technique with the LOD scheme described in your previous post, would it be possible to achieve some degree of adaptivity by monitoring the streaming performance and tuning the heuristic accordingly? I understand the choice of LOD level controls the extents of a patch, and this in turn drives the update frequency required for the 10k data chunks (I'm guessing some form of prediction is needed to prefetch data in slow connections), so the system *is* adaptive. My question put in shot is whether the quality settings are configured once and remain static, or they can somehow be tweaked dynamically depending on the system's performance.<br /><br />Again, a fantastic read!Jose Estevehttp://www.joesfer.comnoreply@blogger.comtag:blogger.com,1999:blog-3779956188045272690.post-34900956015363945472011-12-24T23:13:43.728-05:002011-12-24T23:13:43.728-05:00I don't understand the content much (I'm a...I don't understand the content much (I'm a natural language processing guy, with some background in statistical nlp, but know nothing about 3d graphics.) I really enjoy reading this series anyway. Thanks!Fugu Tabetaihttps://www.blogger.com/profile/15883327419885139866noreply@blogger.comtag:blogger.com,1999:blog-3779956188045272690.post-84974296168284767572011-12-23T17:54:33.507-05:002011-12-23T17:54:33.507-05:00Great story. I enjoy reading your posts very much....Great story. I enjoy reading your posts very much. Keep up the good work.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-3779956188045272690.post-69479110137509222922011-12-23T15:26:04.246-05:002011-12-23T15:26:04.246-05:00Soooo interesting!!! :) I look forward to see some...Soooo interesting!!! :) I look forward to see some pictures :) I wish you Good Luck in new year! And happy christmas :)Aroidzaphttps://www.blogger.com/profile/06891654803738975116noreply@blogger.com