YuuujiiU / Ridged-Multifractal-Terrain

Dynamic segmentation of three-dimensional terrain scene generation based on GPU

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Ridged-Multifractal-Terrain

Dynamic segmentation of three-dimensional terrain scene generation based on GPU based on DirectX 11

TERRAINS GENERATION ON THE GPU | C++, DirectX, Distributed Systems ● Developed a 3D graphics compiler on the GPU to generate, texture, and procedurally shade the terrain for rendering.

● Implemented Perlin Noise module, generated Ridged-multifractal noise to modify the height of the tessellated grid with GUI graphical user interface with DirectX 11.

The display vedio link: https://www.dropbox.com/s/mqq5w3qwyg0c3a7/C%2B%2B%3ADirectX%3AMulti-fractal_Terrain_Compiler.mp4?dl=0

This file contains a summary of what you will find in each of the files that make up your DXFramework application.

DXFramework.vcxproj This is the main project file for VC++ projects generated using an Application Wizard. It contains information about the version of Visual C++ that generated the file, and information about the platforms, configurations, and project features selected with the Application Wizard.

DXFramework.vcxproj.filters This is the filters file for VC++ projects generated using an Application Wizard. It contains information about the association between the files in your project and the filters. This association is used in the IDE to show grouping of files with similar extensions under a specific node (for e.g. ".cpp" files are associated with the "Source Files" filter).

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StdAfx.h, StdAfx.cpp These files are used to build a precompiled header (PCH) file named DXFramework.pch and a precompiled types file named StdAfx.obj.

///////////////////////////////////////////////////////////////////////////// Other notes:

AppWizard uses "TODO:" comments to indicate parts of the source code you should add to or customize.

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Dynamic segmentation of three-dimensional terrain scene generation based on GPU


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