Volume GFX http://www.volume-gfx.com Realtime Volume Rendering Aimed at Terrain Thu, 24 Jul 2014 21:33:24 +0000 en-US hourly 1 http://wordpress.org/?v=3.9.2 Bringing in some Operations into the Constructive Solid Geometry http://www.volume-gfx.com/bringing-in-some-operations-into-the-constructive-solid-geometry/ http://www.volume-gfx.com/bringing-in-some-operations-into-the-constructive-solid-geometry/#comments Thu, 24 Jul 2014 21:33:24 +0000 http://www.volume-gfx.com/?p=819 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!

CSG Operations: Union, intersection, difference, negation

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Starting with Constructive Solid Geometry http://www.volume-gfx.com/starting-with-constructive-solid-geometry/ http://www.volume-gfx.com/starting-with-constructive-solid-geometry/#comments Sat, 28 Jun 2014 22:43:29 +0000 http://www.volume-gfx.com/?p=796 After a while (well, almost exactly one year), it’s time to continue with some new material. The introduction and the very first article about Constructive Solid Geometry is now online, covering some basic shapes.

1: Sphere, cube and plane as basic CSG shapes

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Completing the Level of Detail algorithm! http://www.volume-gfx.com/completing-the-level-of-detail-algorithm/ http://www.volume-gfx.com/completing-the-level-of-detail-algorithm/#comments Sat, 08 Jun 2013 13:20:58 +0000 http://www.volume-gfx.com/?p=771 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“!

screenspaceError

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A Big Triangle Tree http://www.volume-gfx.com/a-big-triangle-tree/ http://www.volume-gfx.com/a-big-triangle-tree/#comments Tue, 07 May 2013 21:39:05 +0000 http://www.volume-gfx.com/?p=733 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.

chunktree

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Hiding Cracks with Skirts http://www.volume-gfx.com/hiding-cracks-with-skirts/ http://www.volume-gfx.com/hiding-cracks-with-skirts/#comments Mon, 29 Apr 2013 19:15:20 +0000 http://www.volume-gfx.com/?p=712 The first one of the Level of Detail articles is now online, how to hide cracks between different LOD-levels with Marching Squares Skirts.

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Let’s start with the Level of Detail http://www.volume-gfx.com/lets-start-with-the-level-of-detail/ http://www.volume-gfx.com/lets-start-with-the-level-of-detail/#comments Sun, 28 Apr 2013 11:10:59 +0000 http://www.volume-gfx.com/?p=686 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.

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Small Update http://www.volume-gfx.com/small-update/ http://www.volume-gfx.com/small-update/#comments Wed, 10 Apr 2013 18:52:02 +0000 http://www.volume-gfx.com/?p=669 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.

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The last piece of the DMC-puzzle: Contouring the Dualgrid http://www.volume-gfx.com/the-last-piece-of-the-dmc-puzzle-contouring-the-dualgrid/ http://www.volume-gfx.com/the-last-piece-of-the-dmc-puzzle-contouring-the-dualgrid/#comments Tue, 26 Mar 2013 21:12:44 +0000 http://www.volume-gfx.com/?p=640 Continue reading ]]> 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.

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The last Datastructure before the Triangles appear in DMC: The Dualgrid http://www.volume-gfx.com/the-last-datastructure-before-the-triangles-appear-in-dmc-the-dualgrid/ http://www.volume-gfx.com/the-last-datastructure-before-the-triangles-appear-in-dmc-the-dualgrid/#comments Sat, 16 Mar 2013 16:11:22 +0000 http://www.volume-gfx.com/?p=631 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

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The first part of Dual Marching Cubes: Generating the Octree http://www.volume-gfx.com/the-first-part-of-dual-marching-cubes-generating-the-octree/ http://www.volume-gfx.com/the-first-part-of-dual-marching-cubes-generating-the-octree/#comments Tue, 12 Mar 2013 22:44:41 +0000 http://www.volume-gfx.com/?p=560 Continue reading ]]> 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

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