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optimization parameters for optimum rendering of txp in vega-prime?
Posted: 04 August 2011 10:55 AM  
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Hello..

I am trying to generate large area 3D terrain using CDB elevation and Satellie imagery. I have two doubts:

1) I am able to generate good quality3D terrain in .txp and in .mft using terra-vista but issue is that when i try to render it in vega-prime, it takes around 30 secs to render and after that when i try to fly an object (which is a fighter jet in my case, having very high speed) terrain renders tile by tile so the terrain is not semaless. I have tried using different parameters but the issues are still persisting.
i changed far visibility to 125000m so that flying at very high speed should not b an issue. could anybody please suggest ideal/standard parameters for LODs, Far Visibility, texture size and block size for generating large area bulky terrain??

2) say my satellite imagery is of 1 m and m trying to make it sit over 90m elevation; how does it manage to sit over it??

any help/suggestion would be highly appreciated.
Thanks in anticipation

 
Posted: 04 August 2011 11:34 AM   [ # 1 ]  
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The attached script will set up your project to generate Metaflight with ball-park params for a high-flyer DB with 100km visibility and 1m resolution VT.
Read the instructions in the script

File Attachments 
Configure_Project_MetaFlight_High_Flyer.zip  (File Size: 2KB - Downloads: 44)
 
Posted: 04 August 2011 12:32 PM   [ # 2 ]  
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thanks for sharing. i will give the script a try!
is this script exclusively for 1 m VT or it can automatically manage the resolution??

 
Posted: 04 August 2011 02:32 PM   [ # 3 ]  
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Yes the script is only set up for 1m VT resolution. If you need a different resolution then you’ll need to change the LOD structure with the Polygon Calculator in TV

 
Posted: 04 August 2011 10:45 PM   [ # 4 ]  
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Okie perfect !!

in my case, i am using multiple resolution satellite imagery. most of the area is covered by 3-4 m resolution imagery. could you please tell what should be the LOD and other parameters in polygon calculator??

I have tried using different permutation-combinations but its just not working out!! as my data is very bulky, i want it to render semalessly and perfectly, no matter at what altitude my object is!
thanks

 
Posted: 05 August 2011 07:30 AM   [ # 5 ]  
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If most of your DB is 4m and you have a high-res inset of 1m, which is what I think you’re describing then you need to set up Variable LOD to have fewer LODs in the lower resolution area.
Search for “Variable LOD” in TV help, there’s a good explanation of how to implement it

 
Posted: 07 August 2011 11:48 PM   [ # 6 ]  
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Thanks John, it has been helpful but the issue remains that in. txp output bega-prime is tajing time to render the terrain for a far visibility of 120 km i can see terrain coming up block by block, even with a steady camera!!!

whereas, if i try the same thing with .mft output, no such problem is there!!! but with .mft it is taking too huge hard disk space as compared to .txp.

I am trying to generate terrain for roughly 4000km!! now, could you please suggest which output woulbe be better to go for and also that i am using ultra high end machines so my application requires not even a single secong delay in rendering

thanks a lot, John

 
Posted: 07 August 2011 11:50 PM   [ # 7 ]  
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Thanks John, it has been helpful but the issue remains that in. txp output bega-prime is tajing time to render the terrain for a far visibility of 120 km i can see terrain coming up block by block, even with a steady camera!!!

whereas, if i try the same thing with .mft output, no such problem is there!!! but with .mft it is taking too huge hard disk space as compared to .txp.

I am trying to generate terrain for roughly 4000km!! now, could you please suggest which output woulbe be better to go for and also that i am using ultra high end machines so my application requires not even a single secong delay in rendering

thanks a lot, John

 
Posted: 07 August 2011 11:50 PM   [ # 8 ]  
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Thanks John, it has been helpful but the issue remains that in. txp output bega-prime is tajing time to render the terrain for a far visibility of 120 km i can see terrain coming up block by block, even with a steady camera!!!

whereas, if i try the same thing with .mft output, no such problem is there!!! but with .mft it is taking too huge hard disk space as compared to .txp.

I am trying to generate terrain for roughly 4000km!! now, could you please suggest which output woulbe be better to go for and also that i am using ultra high end machines so my application requires not even a single secong delay in rendering

thanks a lot, John

 
Posted: 07 August 2011 11:53 PM   [ # 9 ]  
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Thanks John, it has been helpful but the issue remains that in. txp output bega-prime is tajing time to render the terrain for a far visibility of 120 km i can see terrain coming up block by block, even with a steady camera!!!

whereas, if i try the same thing with .mft output, no such problem is there!!! but with .mft it is taking too huge hard disk space as compared to .txp.

I am trying to generate terrain for roughly 4000km!! now, could you please suggest which output woulbe be better to go for and also that i am using ultra high end machines so my application requires not even a single secong delay in rendering

thanks a lot, John

 
Posted: 11 August 2011 09:05 AM   [ # 10 ]  
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I think you’ve answered your own question. If you’re building a Large Area Geo-specific terrain DB,  Metaflight is the way to go

 
Posted: 11 August 2011 09:23 AM   [ # 11 ]  
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yeah, i have shifted to mft instead of txp!!

still while rendering it in VP, i am encountering some issues. for some area it is rendering highest resolution texture, for some area coarse texture and for some region only white elevation is there!!

In terra-vista, i have given far visibility as 125kms and LOD values to higher levels which i ll not be touching while flying so i want VP to render whole 125km (which should be rendered in active preview) with highest resolution texture. is it really possible??

as i can understand, this is happening because of the parameters passed in ‘myVTVirtualTextureDataset’ option, i have just given it a wild try. i am not really aware how these parameters are to be passed.
attached snapshot has information about the parameters that i have used, could you please tell me how these parameters are to be calculated or optimum parameters for my terrain ??

Thanks again!

Image Attachments  myVTVirtualTextureDataset.jpg
 
Posted: 11 August 2011 09:56 AM   [ # 12 ]  
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You could try something like this. But you may want to post on the Vega Prime Forum too.

Image Attachments  vt.jpg
 
Posted: 11 August 2011 11:48 AM   [ # 13 ]  
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we use the parameters
Config Dimension = 2
Tile Dimension = 1024

to properly display our clipstack built all of 512x512 tiles, and define the same for levels 0 - 5

we leave center threshold at 0

 
Posted: 11 August 2011 10:49 PM   [ # 14 ]  
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Thanks a lot to both of you. I will just try it and will also post it VP forum.

 
Posted: 11 August 2011 10:50 PM   [ # 15 ]  
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Thanks a lot to both of you. I will just try it and will also post it in VP forum.

 



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