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Generating Complex Procedural Terrains Using the GPU (2008)

http.developer.nvidia.com

11–16 of 16 posts

Re: Generating Complex Procedural Terrains Using the GPU (2008)

#11
post #2

This looks super interesting. Does anyone know any other good resources for graphics programming?

http://www.iquilezles.org/www/index.htm

I come back to Inigo's site every few months to add to my appreciation of the demoscene. It isn't like stage magic, it's even more amazing when you see how the trick is done. He was hired by Pixar in 2009. I'm assuming they recruited him.

Re: Generating Complex Procedural Terrains Using the GPU (2008)

#13
post #11
post #2

This looks super interesting. Does anyone know any other good resources for graphics programming?

http://www.iquilezles.org/www/index.htm I come back to Inigo's site every few months to add to my appreciation of the demoscene. It isn't like stage magic, it's even more amazing when you see how the trick is done. He was hired by Pixar in 2009. I'm assuming they recruited him.

This looks awesome, thank you

Re: Generating Complex Procedural Terrains Using the GPU (2008)

#14
post #11
post #2

This looks super interesting. Does anyone know any other good resources for graphics programming?

http://www.iquilezles.org/www/index.htm I come back to Inigo's site every few months to add to my appreciation of the demoscene. It isn't like stage magic, it's even more amazing when you see how the trick is done. He was hired by Pixar in 2009. I'm assuming they recruited him.

There's an article in Computer Graphics World about the procedural terrain and foliage generation in Pixar's Brave which apparently Inigo Quilez was behind:

http://www.cgw.com/Publications/CGW/2012/Volume-35-Issue-4-J...

It's a bit light on technical details, but pretty cool to read about.

Re: Generating Complex Procedural Terrains Using the GPU (2008)

#15
its also possible to achieve similar effects using whittaker iteration as a 'sloppy but fast' alternative to the sphere tracing/distance field approach

there is not much good reference on it though (which is why i am compelled to self link)

http://software.intel.com/sites/billboard/article/star-chart... http://jheriko-rtw.blogspot.co.uk/2009/05/whittakers-method-...

its less well known by far... Steven Wittens came across it, and I shamelessly nicked it, back when we were doing AVS presets for Winamp. Speaking of Winamp, back then Geiss (the author of this article) created Monkey - it used D3D and hardware acceleration iirc, but also rendered an isosurface similar to the method described in this article.

It was an interesting period of actual innovation in those days...

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