As my final project for the GPU Programming course, I have decided to implement procedural terrain generator using the Tesselation Shader available in latest versions of OpenGL.
Goal: Terrain Generation on the GPU with increasing level of detail using
tessellation depending on the camera position.
This is inspired by my love for the outdoors, landscape photography and the work seen at TerraGen and Procedural Worlds.
This is inspired by my love for the outdoors, landscape photography and the work seen at TerraGen and Procedural Worlds.
Features I am planning to implement:
The code for my implementation is present here (https://github.com/tijutv/GPU-Terrain-Generation).
- Basic Terrain Generation on the GPU using OpenGL
- Use Tessellation shader available in newer versions of OpenGL.
- Detect slope of terrains and change textures based on the slope.
The code for my implementation is present here (https://github.com/tijutv/GPU-Terrain-Generation).
References:
-
GPU Gems 3 - Generating Complex Procedural Terrains Using the GPU (http://http.developer.nvidia.com/GPUGems3/gpugems3_ch01.html)
- http://outerra.blogspot.com/search/label/fractal%20terrain - My Lecturer for the course, Patrick Cozzi, sent me this link for reference