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Building Worlds

Filipe Varela	


filipe.varela@co.sapo.pt
Overview
•
•
•
•
•

Topographic Datasets	

Geometry partitioning	

Tesselating meshes	

Level of Detail (LOD)	

Data structures for
geometry

•
•

Projections	


•
•
•

Lighting	


Efficient Out of Core
fetches	


Shaders	

Procedural detail
Basics - drawing path
Topography

Normals

Bathymetry

Shaders

Textures
Topography

Shuttle Radar
Topography Mission
(SRTM)
Blue Marble	

Next Generation
(BMNG)
SRTM
Resolution: 90m/pixel	

Coverage: 60ºS to 60ºN Lat, 360º Long	

Samples: 144000x432000, 16 bit	

~115 GiB	

Much higher resolutions available for limited areas
Others
Mars: MOLA + Viking	

Moon: LOLA + Clementine	

Mercury: Messenger + Mariner	

Venus: Magellan + Venera	

A couple more...
Back to Basics
432000x144000 samples (not counting poles)	

16bit/sample topography+bathy	

24bit/sample textures (+ 173GB)	

24bit/sample normals (+ 173GB)	

Add specular byte to topo+bathy	

Totals 3x173 GB = 519 GB @ 90m/sample
Preparing the Data

What exactly do you need to achieve?	

How much effort are you willing to put in?
Terrain Rendering 101
•
•

Data is but height samples - Mesh tesselation	

Too much data to draw everything every frame Level of Detail
Common Methods
•
•
•
•

Realtime Optimally Adapting Meshes	

Geomipmapping	

Chunked Level of Detail (LOD)	

Geometry Clipmaps
Chunked LOD
Tesselating Meshes
Several options - I picked triangle strips
LOD - Level of Detail
Split each chunk into 4 when LOD increases	

Chunk side vertex count must be 2^n
LOD - Level of Detail
Connect patches by copying:	

left of right to right of left	

new count is (2^n)+1
LOD - Tricks
Optimize patch side vertex count for
performance	

You want few GPU ops with a lot of data	

You don’t want the GPU to ‘swap’ from
VRAM to RAM
Meet the Quadtree
Quadtree Basics
•
•

vertex buffer object	


•
•
•
•

index [1-4]	


exactly 4 children per node (1-NE, 2-NW, 3-SE, 4SW)	

last drawn timestamp	

vertex buffers for geometry, textures, normals	

Search: O(n), n = LOD level (follow pointers)
Cylindrical #FAIL
Linear sample density	

Non linear perimeter
6 Gnomonic Projections

Wolfram is your friend	

http://mathworld.wolfram.com/GnomonicProjection.html
Cube to Sphere
Normalize each vertex	

Add altitude

v = normalize(v) * (planet radius + altitude)
So Far
• Dealt with LOD, splitting	

• Found a suitable projection system	

• Triangulated the terrain meshes	

• Each patch of terrain - Vertex Buffer Object
Redundancy
• Several representations of the same data	

• Increased dataset size, up to 2x	

• No way around for textures	

• EP + 1 for everything else
EP + 1
EP + 1 Storage
• Reprocess the entire dataset	

• Write all samples as chunks	

• Arrange by LOD levels	

• Don’t write duplicate samples	

• Reading a chunk is now fseek+fread
Eye Candy 1 - Lighting

• Normals are crucial	

• Light intensity directly proportional to LoN
Calculating Normals
• Use a single chunk of vertexes	

• Rotate and scale accordingly	

• Attach heightmap as texture	

• Morph (planet radius + texture height)	

• Sample neighboring heights for normal
Normal Map
Heights stored in 16bit: Red+Green channels

Non spherical coordinate system
Planetary Normals
Get rotation from unit vector to the vertex position

Apply same rotation to normal vector
Water Specular	


•
•

Extract watermask from BMNG	

Single bit, store in blue component of heightmap (24 bit total)
Eye Candy 2 - Atmosphere
• Two types of scattering, Mie & Rayleigh	

• Small molecules, O2, O3, etc - Rayleigh	

• Aerosols - Mie (gray when it rains, pollution
haze, etc)
Atmospheric Shader
Phase function - Amount of scattering for camera angle

Outscattering - Optical depth of ray from entry point to camera

Inscattering - Amount of light added by scattering on planet surface
into camera
Atmospheric Shader
Atmospheric Shader
Atmospheric Shader
Fractal Noise
Adding in missing detail
Fractal Noise
Adding in missing detail

Height = dataset height + noise heightmap
Fun!
• Add gravity, each object is a node, it’s easy	

• Export from SketchUp to .obj, auto
triangulate + auto normals	


• Write a script to convert .obj into a vertex
buffer object	


• Drop in a dead simple shader
Just for Fun
Final Results
Thanks!

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