Outerra forum

Outerra Engine => Technology => Topic started by: KelvinNZ on April 23, 2012, 05:05:33 am

Title: Planet Rendering - Found this
Post by: KelvinNZ on April 23, 2012, 05:05:33 am
Procedural Planet Rendering (http://www.youtube.com/watch?v=0bQz5ugtfLY#ws)
Title: Re: Planet Rendering - Found this
Post by: ZeosPantera on April 23, 2012, 10:08:39 am
May be time to send in a hitman. Or hire the bastard. It even uses OpenGL. BUT, this video is almost a year old and I am not sure if there are any plans to continue development or what. Text looks Japanese on the video description.

This one's water is insane.

XNA Planet Renderer - Terrain & Ocean (http://www.youtube.com/watch?v=OiGADgezjC8#ws)
Title: Re: Planet Rendering - Found this
Post by: DeltaSim on April 23, 2012, 03:41:45 pm
Wow, the refraction in the water looks impressive.
Title: Re: Planet Rendering - Found this
Post by: PTTG on April 23, 2012, 04:17:36 pm
I say split the difference and hire the guy AS a hitman.
Title: Re: Planet Rendering - Found this
Post by: necro on April 24, 2012, 02:14:07 am
yah this water has nice displacements, but it hasn't foams ;) So camenis water is nicer - even at the coast.
Title: Re: Planet Rendering - Found this
Post by: PytonPago on April 24, 2012, 02:26:51 am
yah this water has nice displacements, but it hasn't foams ;) So camenis water is nicer - even at the coast.

Its impressive, but, i think the dimensions are a little bad (waves/hills/planet scales and regarding the speed it shows while mowing), or is it just my bad feeling?
Title: Re: Planet Rendering - Found this
Post by: necro on April 24, 2012, 03:26:32 am
The size can be adjusted. So his world can be even bigger. But i guess, that his resolution is smaller than outerras one. And he surely didnt use the logarithmic-depth-buffer-technique. Thats why OT has always nice resolutions on every distance. But at all he did a great job. He can generate infinite worlds with water and atmospheres. For a tech-demo more than enough ;)
Title: Re: Planet Rendering - Found this
Post by: cameni on April 24, 2012, 05:36:55 am
Fractal worlds based on Perlin noise and its various derivatives using floating point have problems with precision once they start go lower than a certain tile level. OT can go down to centimeters, while they stop at tens of meters per vertices on an earth-sized planet. So they usually scale the objects, making the planet effectively smaller.
Title: Re: Planet Rendering - Found this
Post by: KelvinNZ on April 24, 2012, 07:37:15 pm
Looking at the water, will Outerra handle this kind of water?
Title: Re: Planet Rendering - Found this
Post by: cameni on April 25, 2012, 01:27:48 am
Water has to be tuned up much better in OT, and extended its range of wave scales. My implementation is different from what people used here (Bruneton's code, I think), because that cannot effectively support shore hitting waves. It needs another iteration or two to make it better, remove artifacts etc.
Title: Re: Planet Rendering - Found this
Post by: Bartolomeus on April 25, 2012, 02:15:23 am
Thx for the explanation Cameni. I am looking forward to the OT water progress!