/complex-terrain

Project in Procedural Methods for Images - TNM084

Primary LanguageC++

Complex-terrain

Project in Procedural Methods for Images - TNM084

Based on the article "Generating Complex Procedural Terrains Using the GPU" from GPU Gems 3

Written for openGL with glew, glfw and glm

Get started

Do the usual

mkdir build
cd build
cmake ..
make

Done!

Performance

initial terrain rendering of 5625 chunks takes about 17 seconds next improvement rendering is 13.5 seconds (~20% improvement)

TODO:

  • frustum culling - frustum visualization DONE - detatch from camera: DONE - determine error: Sorta done... seems as if i try to use the tan value of the fov in a proper way, the size of the frustum will be incorrect

  • fog post processing DONE

  • improved generation DONE

  • Even more improved generation

  • Fade in of new chunks

  • profiling of draw time

  • dilation erosion on the density data to avoid the small dots that are present

  • only use quaternions for rotation