Planetary Renderer with Detailed meshes.

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  • Опубликовано: 14 окт 2024
  • This is a procedural planet renderer that is intended to provide more detail than simple height maps and quadtree mesh division. I hope to find ways to make it more efficient so that I can increase the draw distance and reduce or eliminate pop-in of the detailed meshes.
    This is the first success at putting together the major components. This stage is intended to meet the requirement of my bachelor's degree practicum program.
    The program procedurally generates height and normal maps used to render the large spheroid planet. Simplex noise and marching cubes algorithms are used in the geometry shader to generate the more complex detailed meshes up close. These meshes are cached via feedback buffers. Once a block of terrain goes out of range its buffer is reallocated for a different piece of the terrain that has now come into range.

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