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But can we have a more in-depth post about how you do do it? Are you tessellating on the CPU? When you say "on the GPU", do you mean you have a geometry shad
by willvarfar 13y ago
But can we have a more in-depth post about how you do do it? Are you tessellating on the CPU? When you say "on the GPU", do you mean you have a geometry shader? What platform are you using? I mean, I'm hoping for a lovely technical blog post with a few illustrations ;)
Excellent work, keep it up! Gorgeous :)
- gavanwoolery 13y agoThanks! The only thing that uses triangles directly is the grass (I could do some shader magic and perhaps render all the grass on a single quad, but it probably would not be worth it in terms of performance or visual results). Everything else is ray cast. It renders voxel data to a 2D render target, and does path tracing on that target to get the results. It more or less all happens in texture memory/FBOs with shaders. :) I will try to provide more details time willing! (Not much free time these days obviously :D)
- willvarfar 13y agoray casting or ray marching? I ask as I've done a bit of fractal rendering using distance-estimators before.
- gavanwoolery 13y agoI hate to say it but I always misuse the terms. It uses marching.