This project's main goal is to generate and visualize terrain built using voxels. It was achieved using different approaches and computing technologies just for the sake of performance and implementation comparison.
This project's main goal is to generate and visualize terrain built using voxels. It was achieved using different approaches and computing technologies just for the sake of performance and implementation comparison.
There is a list of technologies used in this project:
The whole terrain generation process was implemented using sequence algorithms for CPU and then using parallel equivalents for Microsoft DirectCompute and Nvidia CUDA. Performance boost for parallel versions is significant and can be measured from tens to even hundreds.
Generation process utilizes the following algorithms and features:
Visualization is made through DirectX 11. In order to obtain some eye candy effects the following algorithms were implemented:
Some screenshots presenting the final effect can be found here.
There are some prerequisites:
The solution uses some wrappers around native CUDA and DirectX libraries:
There are some sample textures in repository. Each one contains color, displacement and bump map.
MIT