Planetary engine that can be used with real elevation data of arbitrary resolution, while being progressively enhanced by fractal algorithms. The fractal algorithms refine and introduce details down to centimeter resolution and can be parametrized by elevation and land class data. A completely random fractal terrain is possible too, or a terrain can be sketched in rough resolution with fractal generating the details. Level of detail ranges from thousands of kilometers down to centimeters, with full visibility. The engine is fully asynchronous, majority of the algorithms running on the GPU while the rest is distributed to multiple CPU cores.

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Media RSS Feed Report media Procedural grass in Outerra
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BlueSunsleader
BlueSunsleader May 30 2012, 12:20pm says:

nice

+2 votes     reply to comment
vamperium
vamperium May 30 2012, 1:59pm says:

very nice indeed

+1 vote     reply to comment
Aurel_Tristen
Aurel_Tristen May 30 2012, 2:28pm says:

This is, without question, the BEST looking real-time grass I've EVER seen. Actually, if I could get my pre-rendered grass to look this good I'd be happy. Simply fantastic.

I can only guess you've found a way to make that grass VERY cheap to render?

+4 votes     reply to comment
cameni
cameni May 30 2012, 5:07pm replied:

Well, it's not the cheapest thing under the sun, but it utilizes the GPU well: 45m distance, 400,000 blades, 2mil triangles, takes 5-6ms from frame time on 6850 card

+3 votes     reply to comment
nokanomi
nokanomi Jan 28 2013, 9:23pm says:

Out of curiosity, what kind of hardware does it take to run this at a decent frame rate?

+1 vote     reply to comment
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Video Details
Type
Demonstration
Date
May 30th, 2012
By
cameni
Length
04:17
Filename
grass1.avi
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