Procedural planets : part IV

XFrontier is yet another Frontier-Elite 2 remake, with some key features that should differentiate it from the original project : planets with improved rendering, virtual cockpits, game contents and rules totally moddable through lua-scripting, option of leaving your pilot's seat and explore your ship and the surface of planets by yourself.
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nevilclavain
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Procedural planets : part IV

Post by nevilclavain »

Hi, Those last days, adding some shaders for Rayleigh[/url] and Mie atmospheric scattering. As do all those interested about this topic, I based my work on related awesome[/url] Sam O'Neil's work Adapt S.O'Neil shaders to my framework was not so easy; I got scared and I thought I would never make it, all this because of some stupid pitfalls I finally resolved, :victory: and now I'm happy with the result, even if the FPS took a hit once again :( Views from space : Views from surface:
XenonS
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RE: Procedural planets : part IV

Post by XenonS »

That's looking awesome :cool:I like the clouds especially.Planetside: roundish mountains are very old, young mountains should have sharp edges as stones on the ground, but I guess this goes at the limit of PC ressources... Greets,XenonS
nevilclavain
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RE: Procedural planets : part IV

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young mountains should have sharp edges as stones on the ground, but I guess this goes at the limit of PC ressources... Yeah I'd like to get more sharp edges, my mountains are a bit to smooth; I struggle to set fractal functions to do this. One possible solution should be ridged noise : http://www.decarpentier.nl/scape-procedural-basics[/url] Nev.
nevilclavain
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RE: Procedural planets : part IV

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Sky dome rendering from planet's surface is much better with simple HDR Formula : color_hdr = 1.0 - exp( -k * color ); with k = 0.91 for my personal case this avoids the huge white saturation stripe at horizon :good: What I cannot figure out is why S O'Neil wants the result of it to be stored in a separate float buffer, as it works fine directly implemented in the pixel shader :dontknow: ???
XenonS
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RE: Procedural planets : part IV

Post by XenonS »

50-60 FPS is very good, you are on a good way :haha:(But that's all I can comment, else I am a total noob in this area, I can only admire...) XenonS
fluffyfreak
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RE: Procedural planets : part IV

Post by fluffyfreak »

Remember that a lot of the Seam O'Neil stuff was very early days of shaders. Including those GPU gems ones.So many decisions about where stuff could be stored was based on the limitations back then, a lot of those have no gone away and you can be much more flexible about it all. Also, nice work.
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sscadmin
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RE: Procedural planets : part IV

Post by sscadmin »

Leaps and bounds over your last engine post, great work on tweaking the engine to get it to this point Nevil.
nevilclavain
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RE: Procedural planets : part IV

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Leaps and bounds over your last engine post, great work on tweaking the engine to get it to this point Nevil. Thanks and yes this is funy to see this thing growing and progressing, even if significants issues and default remain Remember that a lot of the Seam O'Neil stuff was very early days of shaders. Including those GPU gems ones.So many decisions about where stuff could be stored was based on the limitations back then, a lot of those have no gone away and you can be much more flexible about it all.You're certainly right. Confused because I should have realize it by myself
nevilclavain
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RE: Procedural planets : part IV

Post by nevilclavain »

Randomized fbm and iq turbulence are nice, but I also need a way to control planet's topography and continent's shape. I therefore added some specialized code to do it; submitting the following bitmap, containing an example of continent map, to the new shaders : Black pixels (0,0,0) simply represents oceans and rivers; green channel is dedicated for plains and continents coasts altitude, and blue channel is reserved for areas where mountains are authorized; I get the following results: Vertex shader texture filtering activation is essential to avoid a "staircase" effect on the landscape, due to the huge size of the planet. 
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Geraldine
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RE: Procedural planets : part IV

Post by Geraldine »

Only one word for this Nevil, beautiful, simply beautiful! :girlcrazy:
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