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Member Since 12 Mar 2012
Offline Last Active Yesterday, 11:14 AM

Posts I've Made

In Topic: Share the most challenging problem you solved recently! What made you fee...

22 June 2014 - 12:08 PM

Not so much of a "Boy, how cool", but i dont want this thread to die. :P
So... My most recent accomplishment was a first running version of a iso surface extraction algorithm i thought of and implemented from scratch. The results are (almost) equal to those of the marching cubes algorithm, but since my algorithm extracts and then triangulates pathes from a grid LOD should be easily implementable ( Which i will have a look into soon. ) :P
So far its running pretty fast concerning its a very naive approach and just meant as a prove of concept... But a remake is in the forge atm and its goin good :P

"Complex" cases like a 6-Node Path are simplified atm thus details are lost, but this method (with the right implementation) Also allows for sharp features as tested with rotated cubes. This is a little fiddly, tho :P


I would post a picture of it, but as wireframe its just messy ( As usual: Iso surface with shit tons of triangles ) and i didnt implemented lighting for it yet so its just a clump of... well... Colored Triangles... Every color beeing the same. :P
If there is intereset i might post more details or try to implement a quick and dirty lighting solution for actual usefull pictures.... ^^"



DONT DIE, THREAD! The world needs peo... topics like you! (Or at least i do, against the boredom!)

In Topic: DX11 Hardware Voxel Terrain (your opinion)

25 April 2014 - 05:59 PM

It is indeed for generation on the CPU but i guess it still applies for the GPU.

Problematic with this approach is btw that you would need to implement a volumebased physicsengine or a physicapproach on the GPU that works with your extracted meshes etc.

Its hard to do, i think, if you need physics, that is.


But i didnt implement any of those algorithms on the GPU and i dont plan to, so i cant help that much with that. I just wanted to point you to some maybe helpful things :)

In Topic: DX11 Hardware Voxel Terrain (your opinion)

25 April 2014 - 01:51 PM

Well its a set of lookup tables. I guess its not that important that it is super-readable and it serves its purpose well as is. tongue.png

In Topic: DX11 Hardware Voxel Terrain (your opinion)

23 April 2014 - 02:52 PM

Now that I'm learning DX11, there are a few new options open to me using hardware (video card). I've been eyeing http://http.developer.nvidia.com/GPUGems3/gpugems3_ch01.html and was wondering what experienced programmers think and know. My concerns are as follows:

-- how much control would I have during generation? What kinds of controls are there?

-- when the terrain is generated, how would I get info about the "height" of a specific location on the terrain?

-- could I implement LOD to this terrain? How?


Remember, I'm asking about DX11, not DX9.......



How much control? Depends on your noise of course. You can do pretty amazing things with multiple noise steps and some pseudo randomly distributed precalculated models like e.g. trees. Youtube has some nice vids to that.

If you go for only perlin noise for example you have persistence, frequency, etc. as parameters to play with and your seed as a starting point.


When it is generated you dont need to know the info, do you? Otherwise: Voxelspace -> Worldspace calculations. 

LOD... Thats tricky. Its of course possible e.g. by means of the Trans Voxel Algorithm as proposed by Eric Langyel.


But the topic is not as trivial as it should be. I am fiddling around with it, myself. :P

In Topic: Performance Regression

07 June 2013 - 06:41 PM

If I am not totally mistaken you could calculate that without the loop entirely.
3 * (n+1) * (41 * n + 304) and the result divided by 200 where n is the upper limit for the loop.

Plus I'm not sure wether you even need those values or simply used the equotation for testing. :X
I'm quite tired so sorry if I'm offtopic.

I made some testing: I am mistaken. You need to use n-1.
For n = 10 i get 100.94 period9 and with my equotation for n=9 i get 100.95

With ( 3*n*(41*n+263) ) /200 i get 100.95 for n = 10.

It also checks for other values, so i guess Its fine now. X)