After spending some time researching methods for rendering voxel isosurfaces, I decided to implement a dual contouring algorithm – which is the “dual” case of the infamous marching cubes algorithm. It’s still far from finished but it’s produced some promising results so far… [Fuzzy blobs: spheres with added ridged noise. Header image: spheres with negative […]Read more "Voxels and Dual Contouring"
I finished implementing some shadows! Basically I ripped the code from the DirectX SDK, the CascadedShadowMaps11 sample. There’s a few things I had to do to adapt it for use on a planetary surface though (as opposed to the tiny scene box in the sample). The most major change was that I had to now […]Read more "Shadows"
So I’ve just spent the last two weeks building this terrain engine. It’s the second approach I’ve tried in this project for creating a realistically sized planet surface with resolution high enough to walk around on. The first approach I tried was a projective grid, where a fixed grid is spread over the terrain in the screen […]Read more "Planetary terrain rendering"