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>>I'm fairly convinced that distance field raytracing is the way to go for terrain rendering - one poly and some extra overhead in the fragment shader Could yo
by felipemnoa 15y ago
>>I'm fairly convinced that distance field raytracing is the way to go for terrain rendering - one poly and some extra overhead in the fragment shader
Could you elaborate a bit more on this technique. Can you use this technique in 3D games when playing real time? I had the impression that all 3D games used meshes for the terrain, do you know of a popular 3D game that uses this technique you mentioned?
Finally, do you happen to know a link to a good introduction/tutorial? Thanks!
- corysama 15y agohttp://wwwcg.in.tum.de/Research/Publications/TerrainRayCasting http://wwwcg.in.tum.de/Research/Publications/TerrainRayCasti... Claims ~30fps @1080p on an Nvida 260GT (that's a reasonable gamer card today) Seems like a more formal reinvention of this guy's "Quadtree Displacement Mapping" http://www.drobot.org/ http://www.drobot.org/ You would be better to check out drobot's slides first. More descriptive, less formal.
- felipemnoa 15y agoThanks!