Procedural Voxel Terrain 3

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Uploaded by on Oct 11, 2010

More info at: http://procworld.blogspot.com/

This is a screen capture of my world generator. Terrain and trees are isosurfaces. Dual contouring is used to generate a mesh with a resolution of one decimeter. The field functions and the mesh extraction run in the GPU using OpenCL. Each surface has material, which is rendered in multiples passes combining perlin noise and preset textures. Global illumination is computed using a hemicube radiosity method. (This will come handy when I later introduce architecture.) Finally, a low resolution mesh is generated and the high frequency mesh is projected into this mesh to preserve the details. A full world scene with a horizon at 5km can be packed in approx 500 cells, each one averaging 200 polygons. That is 100,000 polygons total, without accounting for any occlusion or frustum culling.

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Top Comments

  • SHUT UP AND TAKE MY MONEY

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All Comments (7)

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  • @Dealer486 no not in a million years.

  • Imagine this terrain in Minecraft.

  • @Nintenfan10 optimising?

  • Between 1 and 2, there wasn't much difference, then BOOM, the 3rd one's lagless, there's no more floating bits of Earth, and you've even added biomes... WHAT HAPPENED BETWEEN 2 AND 3???

  • You are my hero

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