Media Summary: A multithreading and GPU-morphing quadtree in three.js for a realistic ocean I'm working on. The geometry is of course also ideal ... In this demonstration I show the morphing between subdivision levels since I switched to an implementation of the GitHub repo: Terrain Rendering in 'Far Cry 5': ...
Cdlod - Detailed Analysis & Overview
A multithreading and GPU-morphing quadtree in three.js for a realistic ocean I'm working on. The geometry is of course also ideal ... In this demonstration I show the morphing between subdivision levels since I switched to an implementation of the GitHub repo: Terrain Rendering in 'Far Cry 5': ... Grass vegetation engine Hi-Z (Hierarchical Z-Buffer highly efficient GPU-based optimization technique) Hardware-Optimized Terrain Rendering with Continuous Level of Detail Created using: - OpenGL (core profile 400) - QT - Boost -NGLlib.
The grid wasn't really visible in the last video. So I made one to illustrate this properly. Testing OpenGL, CDLOD, and winsock (UDP). My implementation of a rendering method for large terrains that I did as a final course project at university. It is based on the paper ... Testing OpenGL, CDLOD, winsock (UDP) and XYZ-tile layer. Some minor bugs related to the aggressive caching that I will fix, but it's working quite fine in terms of performance. The next step ... I made some adjustments and fixed a bug in my shader. And voila, this looks a lot better than before.