Terrain updates (II)
This is a new screenshot of my 3d planet simulation. There are a lot of improvements since the last blog update, but I’ll try to explain it in the next blog entries…
This is a new screenshot of my 3d planet simulation. There are a lot of improvements since the last blog update, but I’ll try to explain it in the next blog entries…
After at least one year without any entry, finally I decided to post my evolution on terrain rendering. The planet has geometry and texture streaming of whole earth at 1km resolution (for now). And as a bonus, a little galaxy
Hey, that’s me This month I’ve been busy by preparing my conference for the first 3DisplayForum. In the website you’ll can download the conferences of the other partners soon. My conference was titled “Photo-realistic illumination in real-time” and you can download the PDF of the conference here (sorry, at now…
A lot of time without any post, bad, bad, bad. I’ve been busy writing the demo for shaderX7 article, thanks to Nico for the 3d mesh for the demo ^^. Well, I’ve been testing some terrain implementations: SOARX, Clipmapping but the winner by far is the chunked lod algorithm. http://tulrich.com/geekstuff/chunklod.html…
New improvements has been added to my 3d planet (that suspiciously, looks-like to our earth :p). * Added cloud layer. It completes one full round each 30 minutes. * Data (frontier, coast lines, etc) near blending when the camera is near to the planet. * Stars texture map for not…
Because I know that I’ll never conquer the world, I tried to build my own earth in order to conquer and tyrannize it… muahahhahaha (very, very evil laught) It uses the planetary scattering algorithm of Sam O’neill, and at now I’ll try to find some use to it… [quivers, Google…
After tuning a lot of parameters, I got decent results that has been increased by adding an horizontal and vertical blur filter. sweeeeet.
I’ve added real-time reprojection cache to the engine. For SSAO looks like a winner technique because it uses expensive shader. Red pixels aren’t re-computed because they are stored in an auxiliar buffer to be reprojected. When camera moves slowly or it’s stopped the FPS reaches to infinite and beyond… :p
…and (almost) for free! Je,je Simple ideas are the best. By only adding to the SSAO shader 2 lines of code we can get local irradiance by free (taking count the color too). This is the realtime radiance calculation: albedo: Ambient occlusion + irradiance + shadows = Global ilumination??