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Stefan Roettger, VIS Group, University of Stuttgart Ingo Frick, Massive Development, Mannheim The Terrain Rendering Pipeline www.massive.de.

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Presentation on theme: "Stefan Roettger, VIS Group, University of Stuttgart Ingo Frick, Massive Development, Mannheim The Terrain Rendering Pipeline www.massive.de."— Presentation transcript:

1 Stefan Roettger, VIS Group, University of Stuttgart Ingo Frick, Massive Development, Mannheim The Terrain Rendering Pipeline www.massive.de

2 Stefan Roettger, VIS Group, University of Stuttgart Ingo Frick, Massive Development, Mannheim Intro In interactive entertainment terrain rendering is much more than the display of a height field.In interactive entertainment terrain rendering is much more than the display of a height field. Without additional FX the terrain would just look incredibly boring.Without additional FX the terrain would just look incredibly boring.

3 Stefan Roettger, VIS Group, University of Stuttgart Ingo Frick, Massive Development, Mannheim DX7 vs. DX8 AquaNox - DX7 (11/2000)AquaNox - DX8 (01/2001)

4 Stefan Roettger, VIS Group, University of Stuttgart Ingo Frick, Massive Development, Mannheim Outline of the Talk How to handle lots of FX conveniently?How to handle lots of FX conveniently? The complete task of terrain rendering can be organized as a pipeline!The complete task of terrain rendering can be organized as a pipeline! For each stage of this pipeline we present a state of the art example from the actual DX8 game AquaNox.For each stage of this pipeline we present a state of the art example from the actual DX8 game AquaNox.

5 Stefan Roettger, VIS Group, University of Stuttgart Ingo Frick, Massive Development, Mannheim Stage 1: Terrain Terrain defined by height fieldTerrain defined by height field Size 2049 x 2049  Triangles = 8 MSize 2049 x 2049  Triangles = 8 M Use C-LOD terrain renderer to reduce triangle count to < 10 K [Roettger '98]Use C-LOD terrain renderer to reduce triangle count to < 10 K [Roettger '98] View-dependent triangulation  Apply geomorphing to prevent poppingView-dependent triangulation  Apply geomorphing to prevent popping Update every 10 frames for reduced loadUpdate every 10 frames for reduced load

6 Stefan Roettger, VIS Group, University of Stuttgart Ingo Frick, Massive Development, Mannheim

7 Stefan Roettger, VIS Group, University of Stuttgart Ingo Frick, Massive Development, Mannheim Stage 2: Textures World texture is splatted on the terrain  Coarse color information.World texture is splatted on the terrain  Coarse color information. Depending on material properties a fine material texture is blended over the world texture  Impression of structure.Depending on material properties a fine material texture is blended over the world texture  Impression of structure. Very fine detail texture adds variance to the material texture in the near vicinity (greyscale texture for maximum resolution).Very fine detail texture adds variance to the material texture in the near vicinity (greyscale texture for maximum resolution).

8 Stefan Roettger, VIS Group, University of Stuttgart Ingo Frick, Massive Development, Mannheim Material Texture Detail Texture World Texture

9 Stefan Roettger, VIS Group, University of Stuttgart Ingo Frick, Massive Development, Mannheim Stage 3: Lighting Normal map used for illumination since per- vertex lighting is infeasible.Normal map used for illumination since per- vertex lighting is infeasible. Dynamic caustic map:Dynamic caustic map:

10 Stefan Roettger, VIS Group, University of Stuttgart Ingo Frick, Massive Development, Mannheim Stage 3: Local Lights Besides global illumination, for each frame the footprints of up to 500 dynamic local lights are rendered into a hires light map.Besides global illumination, for each frame the footprints of up to 500 dynamic local lights are rendered into a hires light map. Shadows on the ground and objects are implemented by a comparison of object height and light source height which is coded into the alpha channel.Shadows on the ground and objects are implemented by a comparison of object height and light source height which is coded into the alpha channel.

11 Stefan Roettger, VIS Group, University of Stuttgart Ingo Frick, Massive Development, Mannheim

12 Stefan Roettger, VIS Group, University of Stuttgart Ingo Frick, Massive Development, Mannheim Stage 4: Organic FX Plankton drift is simulated in vertex shader.Plankton drift is simulated in vertex shader. Plants are placed randomly based on a distribution map (mainly vertex shader).Plants are placed randomly based on a distribution map (mainly vertex shader). Buildings are simply placed into the ground.Buildings are simply placed into the ground. Caves are modeled by entrance geometry which resides on a transparent spot.Caves are modeled by entrance geometry which resides on a transparent spot.

13 Stefan Roettger, VIS Group, University of Stuttgart Ingo Frick, Massive Development, Mannheim Stage 5: Volume FX Layered Fog [Heidrich '99]Layered Fog [Heidrich '99] Density of fog is a function of height.Density of fog is a function of height. Pre-integrated lookup texture for exponential attenuation.Pre-integrated lookup texture for exponential attenuation. Distance (vertex) DZ (vertex – viewer) Z (viewer) 64x64

14 Stefan Roettger, VIS Group, University of Stuttgart Ingo Frick, Massive Development, Mannheim Fog

15 Stefan Roettger, VIS Group, University of Stuttgart Ingo Frick, Massive Development, Mannheim Fog

16 Stefan Roettger, VIS Group, University of Stuttgart Ingo Frick, Massive Development, Mannheim Conclusion In summary the presented terrain rendering pipeline applies a single texture map for each FX stage  Multi-pass approach.In summary the presented terrain rendering pipeline applies a single texture map for each FX stage  Multi-pass approach. Fast rendering through multi-texturing.Fast rendering through multi-texturing. Scales well on different graphics adaptors.Scales well on different graphics adaptors. Ease of implementation by separation of FX.Ease of implementation by separation of FX.

17 Stefan Roettger, VIS Group, University of Stuttgart Ingo Frick, Massive Development, Mannheim Preview of AquaNox 2 Questions? Questions?

18 Stefan Roettger, VIS Group, University of Stuttgart Ingo Frick, Massive Development, Mannheim Even more questions? Even more questions?

19 Stefan Roettger, VIS Group, University of Stuttgart Ingo Frick, Massive Development, Mannheim www.massive.de www.massive.de www.informatik.uni-stuttgart.de/~roettger/ www.informatik.uni-stuttgart.de/~roettger/ Thanx! Thanx!


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