#computergraphics

New mountain-scale shadow system in my engine. It is a planet-wide horizon visibility bake: every texel on the surface knows how much of the sky is open above it, and that feeds straight into the aerial perspective and sun shading. #indiedev #gamedev #computergraphics #procedural #terrain #rendering
Topotoy Labs23,364 просмотров • 12 дней назад

If you fly a plane while maintaining a constant compass heading, you'll trace a STRAIGHT line on a Mercator projection map, but your actual trajectory on the planet will SPIRAL into one of the poles. #indiedev #gamedev #computergraphics #computationalgeometry #topology
Topotoy Labs127,481 просмотров • 7 месяцев назад

Just implemented metric-aware Delaunay Triangulation on the sphere 🟣 Metric-aware => Every triangle respects the spherical metric, not the Euclidean one. Algorithm described below. #indiedev #gamedev #computergraphics #computationalgeometry #topology
Topotoy Labs44,654 просмотров • 8 месяцев назад

I've extended my terrain streaming libraries to the sphere using HEALPix partitioning. Hysteresis radii for CPU/GPU load/activate, per-frame command budgets and sphere subdivision are all configurable. #indiedev #gamedev #computergraphics #computationalgeometry #topology
Topotoy Labs19,977 просмотров • 7 месяцев назад
Больше нет контента для загрузки