[C#][MDX] Procedural LOD

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3 comments, last by Knossos 15 years, 11 months ago
Hi o/ I'm just looking for some articles, helpful websites etc that would help me learn how to properly change a terrains level of detail the closer you get to it. The general idea is I'm planning to make a game where you can fly around a planet (high altitude, small number of vertices, less detail), the closer you get the more detail appears. Procedural textures and normal maps generated by the pixel shader and procedural geometry generated by the vertex shader. I understand the principles of perlin noise, but this is something I haven't managed to get to grips with yet. Anyway, I was hoping some kind souls could link me to some resources, or state some buzz words for me so I can start my research. Thanks :) Knossos.
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The VTerrain project should have links on just about all terrain LOD algorithms, plus numerous handy tidbits for related rendering (vegitation, water etc). I haven't looked into terrain rendering for a while, but Hoppe's GPU GeoClipMaps looked most promising to me.
Rim van Wersch [ MDXInfo ] [ XNAInfo ] [ YouTube ] - Do yourself a favor and bookmark this excellent free online D3D/shader book!
Thank you for the ideas :)

Thats a huge website, I got a lot of reading to do!
This is exactly what Ysaneya is devoting his life to.
Check his journal here at GameDev for some more reading :
http://www.gamedev.net/community/forums/mod/journal/journal.asp?jn=263350
See ya in 3 yrs ;-)

VladR My 3rd person action RPG on GreenLight: http://steamcommunity.com/sharedfiles/filedetails/?id=92951596

Yeah, I've seen that before. Absolutely stunning work hes done.

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