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Terrain and self-shadowing #1782

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levinli303 opened this issue Jul 18, 2023 · 4 comments
Open

Terrain and self-shadowing #1782

levinli303 opened this issue Jul 18, 2023 · 4 comments
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@levinli303
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There is a paper about implementation in celestia.Sci https://arxiv.org/pdf/2005.06671.pdf

@375gnu
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375gnu commented Jul 18, 2023

First we need a new terrain rendering, something like Chunked LOD or CDLOD.

@levinli303
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I've experimented a little with terrain support. just sampling height map in vertex shader and displace the vertices accordingly. The performance is OK since we are not rendering the invisible part already.

CelestiaScreenshot

@375gnu
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375gnu commented Dec 24, 2023

This will work fir small close to sphere objects. 1) Even 1m per bit requires 16 bits for planet scale objects 2) Celestia's tessellation level is not enough for this purpose.

@375gnu
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375gnu commented Dec 24, 2023

So Chunked LOD/CDLOD or another algorithm is still required.

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