Next Generation of Terrain rendering

Volumes instead of Heightfields

 

21.11.2004

Character Update
I just finished modeling for the
Turrican Modeling Contest

Here the link to the 3D-Model in several Formats

Download

It can be used by everybody for free,
as it was also the idea of the Contest

9.11.2004

Working on moving to OGRE
and creating the first Game-Character (click image)

29.10.2004

New Version online with new Demo
and new Screenshots.

Added Features:

* now about 10km view distance
* Fur for rendering the grass

6.10.2004

Now hopefully fixed the PBuffer Problem and
uploaded the new executeables.
I will fix the Clippingplanes
for the Water in the next time.

4.10.2004

I found some problems that occour with NVidia Cards;
it was related to the PBuffer and Clippinplanes.
I almost fixed the bug and
will add the new executeables soon :-)

1.10.2004

HVox now has its own section on my Homepage!

12.9.2004

Now HVox is for Windows only. The new version also takes use of Pixel- and Vertexshader, so at least a Radeon 9600 or Geforce FX card is required to run the demo. New are several terrain texture layers ( 3+1 detail ), as well as the special Glow that had been added for modelling all kinds of lightsources.

12.7.2004

Added Env.Bumpmapped Wate and converted the Engine from Linux to Windows(the Windows Executeables are currently ATI only)

2.7.2004

Hvox now uses perlin noise to improve close geometry.
Downloadlink to the executeables of HVox is updated
and there are also new screenshots available

25.6.2004

Now added a downloadlink to the
Executeables of HVox!

12.8.2003

added little presentation about the
hierarchical voxel engine,

8.8.2003

I added a background now in the
hierarchical voxel engine,
I also added new screenshots and
fixed a few bugs in the source.

5.8.2003

new Screenshots of the Hierarchic Voxel-Engine

now, the connection beween the cubes with different voxel-resolutions is done,
and a Voxel-Volume of 512x512x512 can be generated/displayed
at about 20 FPS with ca. 140k Polygons (dependent to the scene-complexity)
Trianglestrips are generated now as well.

 

by Sven in 2004