Compute Texturing

Planet Diffuse Map

Originally I was computing the height of terrain per frame which was pretty wasteful since if I wanted more complex noise functions I would not be able to maintain a runnable frame rate. I moved the computation of terrain height to a compute shader which stores the height in a texture. I was also able to compute and store normals in …

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Procedural Fractal Terrain

Procedural Terrain

After doing atmospheric scattering I though that it would be an interesting challenge to make a full scale planet renderer. This is what I started with when looking to generate the terrain. The terrain height and color is determined through a height map that I generate in the vertex and fragment shaders. I generated the height map using the 2D …

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