ttvertex / TerrainTessellation

Terrain tessellation demo using glsl 4.x features

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TerrainTessellation

  • Terrain mesh is generated from a Digital Elevation Model (DEM) in the format TIF FLOAT. Currently i'm using Freeimage to load it.
  • The DEM is loaded as texture and sent to GPU, where the displacement is made.
  • Tessellation is made to reduce the original (in this example) 13m per edge to ~30cm.
  • Tessellation occurs around the camera only, in order to create a good local LOD.
  • TODO
    • For now we have a flat tessellation, which means that newly created triangles are coplanar to it's original triangle. There are several methods to actually use the new triangles, among them:
      • Bicubic interpolation
      • Fractals
    • Improve lighting

HOW TO TEST:

  • Run on vs2015
  • commands:
    • WASD move camera
    • Q/E/SHIFT speedup camera
    • F go wireframe (so you can see the tessellation)

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Terrain tessellation demo using glsl 4.x features


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