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Chapter 1. Generating Complex Procedural Terrains Using the GPU — Ryan Geiss

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Summary (full chapter read)

DX10 GS + stream-out + 3D RT: density field → marching cubes → polygonal terrain with caves/overhangs (not heightfields). Blocks ~32³ voxels; PS builds 33³ density volume via instanced slices; MC streams triangles to VB pool (~300), front-to-back, empty blocks flagged via stream-out query. LOD: same voxel count, larger world cubes farther (1³/2³/4³). Density = layered noise / warping controllable for gameplay.

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