Very cool. I'm doing my computer science degree final year project on terrain generation and while I'm mainly looking at heightmaps I've also been researching the voxel approach and it's really interesting.
I'm thinking that if you used smaller cells, it could be possible to manipulate (explosions :D) the terrain in real time. You wouldn't have to constantly store voxel data in memory, just regenerate the cell, apply the modification then run marching cubes on it and throw the voxel data away.
@mcasual i mean using the frustrum as the domain through which the marching cube method is applied. though come to think of it that would make shadows and lighting problematic
Very impressive. Ive been working on a marching cube surface generator on the gpu, and while it work's it looks quite dull. It goes up to 320 000 polygons(or maybe vertices?, i think i counted the polygons), and if i use tri planar texturing, the fps hits like 30. Could you please tell me how you textured this? I assume you use 3d perlin noise, that mus be expansive for this? And you combine them with regular textures, how do you get the tex coords for those? Anywways, really cool.
@megaDudeMegaDude Well while the rendering is realtime, the scene is pre-computed. It takes close to a second to compute a single cell, so the whole scene is several minutes to compute. That should explain why you see more detail here than in traditional realtime GPU scenes. Materials are multilayered. Each layer is applied with its own perlin noise mask. Texture coordinates are from a world-space cube map. There is a bit of distortion, but with so much stuff going on it is not very noticeable.
Are you doing anything complicated to get the various LODs to line up?
By "projecting" the high-frequency mesh, do you mean that you are computing a texture out of it and drawing it on the low detail one?
Ultimape 3 days ago
It's over 9000!
fanofsongs 2 weeks ago
Programming level: Insane
MinecraftMiniShorts 1 month ago
Very cool. I'm doing my computer science degree final year project on terrain generation and while I'm mainly looking at heightmaps I've also been researching the voxel approach and it's really interesting.
I'm thinking that if you used smaller cells, it could be possible to manipulate (explosions :D) the terrain in real time. You wouldn't have to constantly store voxel data in memory, just regenerate the cell, apply the modification then run marching cubes on it and throw the voxel data away.
Jallenbah 4 months ago
elder scrolls 6: Nirn :D
ourtruth2079 4 months ago
Give source please.
ThatGamePerson 5 months ago
pretty nice, looks a bit laggy
LHRShadow 6 months ago
@ShuddupChip: Yes, but in a year from now
MCeperoG 7 months ago
Can you make a techdemo we can download?
ShuddupChip 7 months ago 7
i found your site while googling for "screen-space isosurfaces" , would that be a novel idea or something everybody knows about ? :)
well i'll return check your site !
i'm implementing metaballs as a daz studio plugin using the old way, but trying to minimize memory footprint
mcasual 11 months ago
@mcasual i mean using the frustrum as the domain through which the marching cube method is applied. though come to think of it that would make shadows and lighting problematic
mcasual 11 months ago
this could be really useful for me, cause im working on some voxel stuff and a procedural terrain would be really good.
rouncer81 1 year ago
* pow * , that was the sound of my mind blowing
QuickFingersGames 1 year ago 2
Very impressive. Ive been working on a marching cube surface generator on the gpu, and while it work's it looks quite dull. It goes up to 320 000 polygons(or maybe vertices?, i think i counted the polygons), and if i use tri planar texturing, the fps hits like 30. Could you please tell me how you textured this? I assume you use 3d perlin noise, that mus be expansive for this? And you combine them with regular textures, how do you get the tex coords for those? Anywways, really cool.
megaDudeMegaDude 1 year ago
@megaDudeMegaDude Well while the rendering is realtime, the scene is pre-computed. It takes close to a second to compute a single cell, so the whole scene is several minutes to compute. That should explain why you see more detail here than in traditional realtime GPU scenes. Materials are multilayered. Each layer is applied with its own perlin noise mask. Texture coordinates are from a world-space cube map. There is a bit of distortion, but with so much stuff going on it is not very noticeable.
MCeperoG 1 year ago