Following one man's task of building a virtual world from the comfort of his pajamas. Discusses Procedural Terrain, Vegetation and Architecture generation. Also OpenCL, Voxels and Computer Graphics in general.
Sunday, February 6, 2011
Recombining rules
This is the polygonal ouput of the L-system:
The same church rules, but combined in a different ways can produce different buildings, like the one below:
So you wrote the software that produces these polygonal churches and then voxelized them?
freaking neat.
I wish I knew what you knew. I did a bunch of DSP audio stuff before based just on reading documentation with no source (basically just the algorithms) so I still have some hope for myself that I can pull off some of this stuff.
Thing is, I can't really find many sources of information that explain the math behind voxelization, got any favorite links?
So you wrote the software that produces these polygonal churches and then voxelized them?
ReplyDeletefreaking neat.
I wish I knew what you knew. I did a bunch of DSP audio stuff before based just on reading documentation with no source (basically just the algorithms) so I still have some hope for myself that I can pull off some of this stuff.
Thing is, I can't really find many sources of information that explain the math behind voxelization, got any favorite links?
My voxelization method is a variation on the one explained here: http://www.graphicon.ru/2004/Proceedings/Technical/1[3].pdf
ReplyDeletesweet, just from glancing at that document and seeing the pictures it seems like its got the hardcore math technical stuff I'm looking for.
ReplyDeleteThanks!
Now I gotta come up with a terrain generator engine, do you have a favorite link for that?
For terrains I recommend GPU Gems 2 Chapter 2, and GPU Gems 3 Chapter 1. But probably you know these already.
ReplyDeleteI'm guessing you may have seen Shamus Haney's Procedural City project already, but just in case:
ReplyDeletehttp://www.shamusyoung.com/twentysidedtale/?p=3237
This project is awesome. Minecraft has me convinced that voxels are the future for procedurally generated worlds.
Yes, I saw Shamus Haney's procedural city some time ago. The concept is simple, but very good results.
ReplyDelete