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Friday, January 13, 2012

Terrain Blending

NOTE: the methods in this post are old & moronic, don't use them:)

 Blending:

 I've updated the terrain so that it blends seamlessly between different LOD's.  Previously it would just switch from one LOD to the next without any attempt to blend, which looked pretty bad, especially if running the terrain at a fairly low detail setting.

 Textures

  For now just using some random textures off the internet.  Texturing is being applied using triplanar texturing.  Currently it is just a global set of 3 textures, but eventually I plan to make it store per vertex a texture ID, so that the terrain can be, at least to some degree, painted upon.


Seamless blending & basic texturing
 
  Some blending details...


       Typically terrain blending is done via vertex morphing & manual texturing blending, at least this is how most height field based algorithms work.
   I am using voxels though.  Rendered as chunks of triangles, essentially each LOD's meshes are unrelated to the next LOD's meshes.  There is no real obvious way to morph between these meshes since they have nothing in common.
     What I have seen done before is alpha blending between LOD's.  Nvidia did this in their GPU terrain demo.  I plan to use a deferred renderer, which generally runs counter to alpha blending, so I've modified this idea somewhat.  Currently what I am doing is rendering high detail terrain into one set of buffers, and low detail/parent terrain into another. In post I blend them together based on a few different things.  The overhead for this is actually surprisingly small, and eventually I will be able to blend the data together prior to lighting being applied, essentially dumping the result into the deferred gbuffer.


 and cracks..
          Are gone, mostly.  I added a check so that if no data is found in the high details, it tries to fill it from the low detail, this seems to fix most cracks. I will probably expand on this to remove all cracks at some point in the future, but it removes most already.
Blue represents any location that was hole filled or crack patched, red represents places where fixes failed.  (The sky is red, which is good since it is shouldn't be patched).

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