The term 'large model' can generally be broken into 2 categories:

The concepts discussed in this tutorial are focused around HOOPS' ability to generate lower levels of of detail for objects, and maintain a constant framerate by selectively drawing lower detail levels of objects based on their distance from the camera, or whether they lie within the current view. Therefore, while the concepts can be applied to both of the above scenarios, they provide the greatest performance benefits in the first case case. Developers dealing with the second case should experiment with these concepts, and also review the geometry optimization guidelines (particularly the 'skinning' technique) discussed in Section 7.3 of the HOOPS/3dGS Programming Guide.

 

1. Create a skeleton application called 'Visualize'

 

2. Tutorial Steps

3. Reference Tutorial

The <hoops>/demo/tutorial/visualize directory contains MFC and QT versions of the completed tutorial reviewed in the steps above.