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.

Away with the white triangles!

So far, the triangles are plain white and boring. But now, they get a nice and realistic look with triplanar texturing with normal mapping!

Putting it all together, it’s now possible to draw actually volume terrain, but not very efficient (yet).

A lot of triangles from Marching Cubes

The next article is online, it’s about Marching Cubes.

With this, a point is reached where the first triangles are on the screen, have fun!

The mesh is still plain white, but the goal is not visualizing the North Pole, so a nice terrain shader is the topic of the upcoming article.

A First Density Function

On the second day, this homepage gets it’s first content update on the march towards the whole theory of a volume renderer with LOD:

The very first density function has now an article. It’s the classic discrete grid being used in the original Marching Cubes paper for example. And the terrain sample of OGREs volume component uses it, too.

The article contains quite a lot of formulas, but don’t let that scare you away, they are all pretty simple on their own.

Hello World!

Hello world from the Volume GFX page! This page is dedicated to volume rendering in realtime.

A volume terrain

A volume terrain

I wrote my masterthesis about exactly this topic and participated at the Google Summer of Code at OGRE with the implementation. In the upcoming release 1.9 of OGRE, everything is included as a component! This page will give you the whole background how everything works behind the scenes. The first idea was to write one or more papers from the Thesis, but I think this way is nicer and more accessible. The cites and literature are also maintained, so you can dig deeper if you like.

As the development of the volume component is still active, this page goes far further than the masterthesis.

The structure is a blog and a series of in depth articles. It starts with just an introduction and the volume model. But from now on, every few days a new article gets released or existing ones updated. Each new article or update gets its own blog post to keep you updated, so stay tuned.

Feel free to hit the Flattr button if you like this work and want to support it.