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Terrain and self-shadowing

Open levinli303 opened this issue 1 year ago • 4 comments

There is a paper about implementation in celestia.Sci https://arxiv.org/pdf/2005.06671.pdf

levinli303 avatar Jul 18 '23 07:07 levinli303

First we need a new terrain rendering, something like Chunked LOD or CDLOD.

375gnu avatar Jul 18 '23 09:07 375gnu

I've experimented a little with terrain support. just sampling height map in vertex shader and displace the vertices accordingly. The performance is OK since we are not rendering the invisible part already.

CelestiaScreenshot

levinli303 avatar Dec 24 '23 08:12 levinli303

This will work fir small close to sphere objects. 1) Even 1m per bit requires 16 bits for planet scale objects 2) Celestia's tessellation level is not enough for this purpose.

375gnu avatar Dec 24 '23 17:12 375gnu

So Chunked LOD/CDLOD or another algorithm is still required.

375gnu avatar Dec 24 '23 17:12 375gnu