Chapter 1. Generating Complex Procedural Terrains Using the GPU — Ryan Geiss
- Source: https://developer.nvidia.com/gpugems/gpugems3/part-i-geometry/chapter-1-generating-complex-procedural-terrains-using-gpu
- Note: add-only excerpt; images/code truncated.
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.