After a very long pause, a full CSG tree example is now added how the image in the CSG introduction was constructed.
Having only some basic shapes doesn’t give exiting scenes. They need to be combined by operations. Their article is now online covering union, intersection, difference, negation and scale!
Now, right within the summer, it’s time to publish the last article about how the level of detail mechanism works.
Please welcome “Runtime Selection of Chunks to Draw“!
The second article of the Level of Detail series is now online. It describes the loading phase of the volume terrain with the Chunktree datastructure.
The first one of the Level of Detail articles is now online, how to hide cracks between different LOD-levels with Marching Squares Skirts.
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.
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 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!