Test of heightfield raytracer generating megatexture tiles on demand, causing additional detail to appear as camera moves closer to the ground. The principle is similar to Google Earth except the tiles include procedural bump shader data, specular, etc. Tile database can easily be multigigabyte if the camera is allowed to visit many areas close-up. Once the tiles are made, the flyover can be re-rendered much faster. No antialiasing was used, so temporal noise may be evident in distant areas. The rock uses mesh subdivision to handle LOD transitions. If you look carefully, you can see mesh tiles split to introduce higher-detail subtiles.
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