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Wow!
I agree that it is impressive. You really get the feel that you're flying over & the zoom out keeps the detail that makes it feel real.

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You are realy amazing!! I'm realy impressed by this video. I'm going to create something similar to your work, because this is a idea I wanted to do for years now, and now I can finally do it! =P

Can't wait to see a video similar to the current video on the Infinity site, but then with the terrain implanted.

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Stunning.

I can't wait to see that combined with atmospheric fogging as you have on your planetary scale screenshots. I think the realism of the landscape washing out into the distance will be amazing.

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The video looks amazing, reminds my of the planet fly over from the movie: 'startrek: wrath of khan',

am I correct in that you are looking at using the techniques you have been describing to generate volumetric clouds, procedural terrain height/colour/normal maps, atmospheric haze for rendering the planets from close up and whilst in the atmosphere or near the surface, but, I am guessing you will want to use something similar to your imposter rendering of volumetric clouds for rendering planets from a distance.

I remember thinking 'wouldn't it be great to procedurally render textures onto the planets' in my OpenGL clone of Elite (which I did a few years ago) but didnt get much further than the prototype phases. This was before vertex/pixel shader capable hardware was around, got stuck wondering how the poor old CPU was going to generate the planet landscape and texture it, LOD etc. it all scared me and ultimately I gave up on it, but now who knows..

On a side note are you using GLSL or Cg for your vertes/pixel shader programming, just asking as I would like to start mucking about with OpenGL again...your fault ! :)

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Quote:
am I correct in that you are looking at using the techniques you have been describing to generate volumetric clouds, procedural terrain height/colour/normal maps, atmospheric haze for rendering the planets from close up and whilst in the atmosphere or near the surface,


So far that's a no mistake.

Quote:
but, I am guessing you will want to use something similar to your imposter rendering of volumetric clouds for rendering planets from a distance.


That might not be necessary, the planets are not very detailed from a large distance, so rendering to an impostor is basically, useless, except maybe for the ZBuffer issues which i intend to solve differently.

Quote:
On a side note are you using GLSL or Cg for your vertes/pixel shader programming, just asking as I would like to start mucking about with OpenGL again...your fault !


Actually, i'm using assembler shaders.

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