Let’s start with the Level of Detail

With the Level of Detail mechanism, very large volume terrains can be rendered. An introduction article is now online, presenting how the different parts are connected and so giving an overview. Those will be then described in single articles.

Small Update

Thanks to the feedback of the OGRE forum user holocronweaver, some errors in the articles “Volume Model“, “Discrete Grid“, “Triplanar Texturing” and “Deriving the Dualgrid” have been corrected.

The last piece of the DMC-puzzle: Contouring the Dualgrid

After the long article about the derivation of the Dualgrid, the hard part of Dual Marching Cubes is done. Now, only the triangulation is left, which is now covered in a rather short article.

dmcTerrain

With that, some nice volume meshes can be created. But for terrain, a Level of Detail mechanism is still needed, this is what will come up next.

The last Datastructure before the Triangles appear in DMC: The Dualgrid

The longest article so far is online, it’s how to derive the Dualgrid from the Octree. This is the last tedious part, until the real Dual Marching Cubes triangles appear!

The complete Dualgrid of the quarter sphere scene

The complete Dualgrid of the quarter sphere scene

The first part of Dual Marching Cubes: Generating the Octree

After the introduction, the first article about the needed steps in Dual Marching Cubes is online, generating the Octree!

And beside that, a little donation button sneaked in at the front page as a possibility to directly support this page and this project.

sphereOctree

Realtime Editing Support arrived in OGREs Volume Component!

I think, it’s also interesting on this site to post some news arround the ongoing development of the Volume Component of OGRE which is the implementation of all (currently described and upcoming) articles on this site.

Since today, realtime editing of the terrain is possible!

This is the changelog since the last push to OGRE:

  • Realtime editing is possible now!
  • Refactored data shared all along the chunktree into an own class with the chunks pointing to it.
  • Some more general code cleanup.
  • Splitted the recursive tree loading function in the Chunk class into more readable subfunctions.

Of course, everything behind it will become some dedicated articles in the future.

Let’s start with Dual Marching Cubes

After having nicely textured Marching Cubes geometry, it’s time to start with something better, Dual Marching Cubes. But at some point, Marching Cubes will play a role again, hence the name Dual Marching Cubes.

A small introduction to this algorithm is now online.