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Old Images

Seen here:
1.  Many common primitives such as boxes, spheres, cylinders etc
2.  The horse mesh, which was voxelized using openvdb
3.  The white pointy thing is a height map of Mt Taranaki in New Zealand, I stretched it so its somewhat contorted
4.  Everything can be textured, but I'm texturing it on the CPU right now, and just coloring the vertices. So its super blurry compared to GPU texturing(this shot was taken at 9 pixels horizontal per vert, a fairly low detail setting).

Texturing it on the CPU allowed for an infinite # of textures at any location, with arbitrary blends.
On the GPU, I'll have to limit it  to something sensible.

 My plan is to allow for a small #(N) textures to be sampled on GPU, but if we exceed N for a given patch, bake the excess textures into the vertices.  This will be based on corresponding texel size relative to vert spacing.  This is why I needed a CPU texture sampler, so I wrote that path first.


This image has GPU texturing, but it isn't as flexible as the CPU pipeline.
I guess I should motivate and get the full thing working fully on GPU.