Settings

Theme

Generating Complex Procedural Terrains Using the GPU (2008)

http.developer.nvidia.com

67 points by younata 12 years ago · 15 comments

Reader

voltagex_ 12 years ago

Tangentially related:

http://iquilezles.org/www/articles/morenoise/morenoise.htm

http://iquilezles.org/www/articles/fog/fog.htm

http://iquilezles.org/www/articles/compilingsmall/compilings...

and the finished product is "Elevated" on http://iquilezles.org/prods/

  • TacticalCoder 12 years ago

    Somehow I do find that "Elevated" in 4 KB beats all these 50 bytes spreadsheet in JavaScript that have made it lately on HN! (4 KB, including the music)

highCs 12 years ago

This demo drew attention a lot in the game industry. Also, there is no mention to it in the nvidia paper but another noteworthy voxel terrain demo was the cave demo (voxlap engine) from Ken Silverman (3D realms / Duke Nukem 3D 'Build' editor) [1].

[1] http://advsys.net/ken/voxlap/voxlap03.htm

jheriko 12 years ago

its also possible to achieve similar effects using whittaker iteration as a 'sloppy but fast' alternative to the sphere tracing/distance field approach

there is not much good reference on it though (which is why i am compelled to self link)

http://software.intel.com/sites/billboard/article/star-chart... http://jheriko-rtw.blogspot.co.uk/2009/05/whittakers-method-...

its less well known by far... Steven Wittens came across it, and I shamelessly nicked it, back when we were doing AVS presets for Winamp. Speaking of Winamp, back then Geiss (the author of this article) created Monkey - it used D3D and hardware acceleration iirc, but also rendered an isosurface similar to the method described in this article.

It was an interesting period of actual innovation in those days...

femto 12 years ago

Another take on the marching cubes algorithm is here:

http://www.cs.unc.edu/~marc/tutorial/node130.html

It more clearly states that marching cubes is a method of converting volumetric data into a bounding surface.

mef51 12 years ago

This looks super interesting. Does anyone know any other good resources for graphics programming?

binarycrusader 12 years ago

See also Eric Lengyel's take on this which he calls the Transvoxel Algorithm:

http://www.terathon.com/voxels/

svantana 12 years ago

Very nice, but is this practical for games? What about collision detection, AI players etc? Or would you use it mainly for backgrounds, skies and such?

leokun 12 years ago

I wonder if this is now No Man's Sky works.

Keyboard Shortcuts

j
Next item
k
Previous item
o / Enter
Open selected item
?
Show this help
Esc
Close modal / clear selection