Don't look at games, look at CGI movies.There's always talk of "hey, just account for that in your tessellation code", but I have yet to see this done on a shipping game.
A solved problem means that you have an algorithm to handle it or a general idea, but implemenentation can be hard.
When I say something like "just account for that in your metric" it means that you add a term to your metric that takes care of a specific situation, usually is not that hard, though it still does not mean that can run in realtime.
B is the likely answer, and also add "people don't trust new workflows".Even in all the latest and greatest console games, take a peek at screen shots and you still see edges on silhouettes. This leads me to believe that:
a) no one has figured out how to smooth silhouettes
b) people have figured it out, and but cant get it working real time
c) people have figured it out and shipped a game with it, but their technique is ineffective
Take subdivision surfaces for example, they would perfectly handle your foliage problem, and also your ball problem.
BSPs have been invented in the late 70s IIRC..so when did we start to use them?I mean, if it's really that easy and/or solved in books everywhere, you'd think it would have made its way into a shipped title by now! Given that it hasn't leads me to believe that it's not a trivial problem to properly solve. If there is a game out there that does successfully do this though, I'd love to see it in action! Anyone know of any?
Anyway, if you wanna see a title that uses some hybrid between progressive mesh and tesselation just have a look at the Jak and Daxter series on PS2.
Marco