Procedural Heightmap-based Terrain with Overhangs

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TheSHEEEP
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Procedural Heightmap-based Terrain with Overhangs

Post by TheSHEEEP »

In the last weeks, I made some research for a future project of mine, which will feature procedurally generated terrain.

And one of the tests has reached a state in which I could write an article about it on my blog.
So I did!
Please note that this is not about the project, but really about the terrain research itself :)

The next step for me is to research another approach, fully relying on 3D noise instead of heightmaps.

After that, I will actually implement both tests using the Volume Component.
In the end, I will have to make a decision for the project, it will either use PolyVox or the Volume Component. We shall see :)

Also, have a picture :)
Image
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drwbns
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Re: Procedural Heightmap-based Terrain with Overhangs

Post by drwbns »

Use Volume component! :) We need an example anyway. PolyVox is ok but limited...
TheSHEEEP
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Re: Procedural Heightmap-based Terrain with Overhangs

Post by TheSHEEEP »

I would prefer to, but it wouldn't make sense without paging.

But the project itself won't start before June, so I hope Philip has enough time to include paging until then :)
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drwbns
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Re: Procedural Heightmap-based Terrain with Overhangs

Post by drwbns »

I'm sure he will :)
PhilipLB
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Re: Procedural Heightmap-based Terrain with Overhangs

Post by PhilipLB »

In the blog posting, you are talking about smoothing the terrain. You actually use a block-kernel for this (same weight for every neighbor). Maybe a Gauss-Kernel could provide better results (gauss weights).
http://en.wikipedia.org/wiki/Discrete_G ... ian_kernel

Here is a neat tool to generate the 2D-case:
http://www.embege.com/gauss/
Google Summer of Code 2012 Student
Topic: "Volume Rendering with LOD aimed at terrain"
Project links: Project thread, WIKI page, Code fork for the project
Mentor: Mattan Furst


Volume GFX, accepting donations.
TheSHEEEP
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Re: Procedural Heightmap-based Terrain with Overhangs

Post by TheSHEEEP »

PhilipLB wrote:In the blog posting, you are talking about smoothing the terrain. You actually use a block-kernel for this (same weight for every neighbor). Maybe a Gauss-Kernel could provide better results (gauss weights).
http://en.wikipedia.org/wiki/Discrete_G ... ian_kernel

Here is a neat tool to generate the 2D-case:
http://www.embege.com/gauss/
Of course, nothing in that test is production ready. I didn't do any threading (the topic practically begs for it), the smoothing is stupid, the triplanar texturing is still called SimpleFragment.frag :lol:, etc.
It is just a proof of concept :)

But thanks for the links! I'll probably implement that as soon as I work on the project itself.
My site! - Have a look :)
Also on Twitter - extra fluffy
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