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Research.md

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research

https://hhoppe.com/geomclipmap.pdf (render hd near camera) restricted quadtree triagulation (render hd arround complex details like clifs https://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.69.7733&rep=rep1&type=pdf)

concurent binary tree: (subdivide where it maters) https://onrendering.com/data/papers/cbt/ConcurrentBinaryTrees.pdf avoids t-juctions to so no cracks in the terrain

need higher quality tile textures should be able to get away with lower quality splat if they are procedurally blended instead of just a straight linear gradient

Realistic atmospheric scattering

https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@6.5/manual/Atmospheric-Scattering.html

https://developer.nvidia.com/gpugems/gpugems2/part-ii-shading-lighting-and-shadows/chapter-16-accurate-atmospheric-scattering

https://www.scratchapixel.com/lessons/procedural-generation-virtual-worlds/simulating-sky/simulating-colors-of-the-sky