Anyways, this post is a quick update of the final submitted status of the project. I won't have time to add more in before the projects finale but will no doubt continue to tinker and improve it over summer. Firstly, the poster.
Figure 1 - Final Poster! (Click to Enlarge) |
So I presented this poster last week at the poster presentation sessions and, for the most part, everyone understood the purpose and goals of the project. As for the production of the final project, a fair amount of progress was made and the results were also fair. Further improvements could have been gained from implementing sparse voxel octrees, however this is something I'll have to add in the future.
Figure 2 - Simplex Noise Data |
Figure 3 - Floating Rock |
One of the more interesting structures and prime inspirations for this project was the floating rock structure made by Florian Boesch in this post here.
Figure 4 - Perlin Noise Landscape |
Perlin noise was also implemented to generate landscapes, much like in games such as Minecraft.
Figure 5 - Cut out of Sphere |
A few other interesting effects were found, included after the optimizations of certain structures such as the sphere, which created interesting geometric patterns on the inside.
The main purpose for this project was the use and implementation of geometry shaders to prove their effectiveness for a task such as this. Whilst the engine produced worked well and could render things efficiently, a more scientific method would be required to prove how effective it is in comparison to other techniques.
Anyways, the main task for just now is getting the dissertation sorted and writing up about all the findings. On an unrelated note, saw this awesome project that generates colourful triangle based backgrounds using D3. Time to get back to the grind...
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