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.
Monday, September 30, 2013
Video Update for September 2013
Here is a video update for September 2013.
It shows the new instancing system, the elastic fill tool and other improvements I made to the landscape rendering.
is possible to add something like voxel fog? In many games fog depend on your current position and when you enter zone with dense fog its appear from nowhere, even if you could see inside zone when you was outside.
Yes absolutely. Voxel data helps a lot here. Some of the best looking cloud and weather simulations use Cellular Automata, which are easy to describe and run in a voxel space. Imagine there is a volcano, you could have a huge cloud of ash going out of the crater.
Will you do that? =D. That sounds amazing (Especially the part about the volcano... I think you just shot yourself in the foot a bit there, now people will be expecting procedurally generated volcanoes =P.
This please! Computationally lightweight cellular automata cloud formation, for the win! This is so visually awesome, must have... must have!!! :)
Ok, I got that out of my system. Can this technique run on multiple layers?
I.e. the clouds above are amazing, Can this same technique simultaneously create ground effect fog .5 meters high over a local meadow within a forest, while still doing the cloud deck above?
I'd envision it would be implemented similar to the cloud formation section where the topography informed the cloud formation?
If they were claiming it was computationally lightweight at Siggraph 2000, does that mean that 13 years later this is computational childs-play, or was it lightweight -- when compared to a SGI render farm -- back then?
If this works, why do so few engines DO this? I'd think imagery/cloud fidelity like that would sell itself!
Spectacular! On my sixth viewing I think I spot 4 instanced trees at the 3:07 mark. They look like clenched fists with a curled index finger pointing to the left. Does your instancing scheme allow you to do 90 degree rotations and reflections via axis swapping? I'm thinking that might make instances borderline undetectable. BTW are you still running with 128x128x128 LODs and decimeter max resolution? Looks better than ever, especially with the volumetric fog.
is possible to add something like voxel fog? In many games fog depend on your current position and when you enter zone with dense fog its appear from nowhere, even if you could see inside zone when you was outside.
ReplyDeleteYes absolutely. Voxel data helps a lot here. Some of the best looking cloud and weather simulations use Cellular Automata, which are easy to describe and run in a voxel space. Imagine there is a volcano, you could have a huge cloud of ash going out of the crater.
DeleteWill you do that? =D. That sounds amazing (Especially the part about the volcano... I think you just shot yourself in the foot a bit there, now people will be expecting procedurally generated volcanoes =P.
DeleteI like this format with voice over and stuff!
ReplyDeleteGreat work with the voxels as well! :)
I couldn't tell what was instanced stuff and what was not. But as usual, it looks beautiful. :D
ReplyDeleteCellular automata for clouds makes me imagine Game of Life gliders moving across the sky.
ReplyDeletehttp://www.youtube.com/watch?v=XLXU1o4F6pE
DeleteThis please! Computationally lightweight cellular automata cloud formation, for the win! This is so visually awesome, must have... must have!!! :)
DeleteOk, I got that out of my system. Can this technique run on multiple layers?
I.e. the clouds above are amazing, Can this same technique simultaneously create ground effect fog .5 meters high over a local meadow within a forest, while still doing the cloud deck above?
I'd envision it would be implemented similar to the cloud formation section where the topography informed the cloud formation?
If they were claiming it was computationally lightweight at Siggraph 2000, does that mean that 13 years later this is computational childs-play, or was it lightweight -- when compared to a SGI render farm -- back then?
If this works, why do so few engines DO this? I'd think imagery/cloud fidelity like that would sell itself!
Spectacular!
ReplyDeleteOn my sixth viewing I think I spot 4 instanced trees at the 3:07 mark. They look like clenched fists with a curled index finger pointing to the left.
Does your instancing scheme allow you to do 90 degree rotations and reflections via axis swapping? I'm thinking that might make instances borderline undetectable.
BTW are you still running with 128x128x128 LODs and decimeter max resolution? Looks better than ever, especially with the volumetric fog.
Thanks. This realtime demo runs on 64x64x64 chunks, 0.3 meter resolution.
DeleteHello, nice engine... Can you tell me where can i download trial to try it and then buy it :)
ReplyDeleteThanks
Not available for download/purchase for now.
DeleteIs this a game able to be downloaded??
ReplyDeleteMy bad I just read through
Delete