All screen shots are from the optimized Windows version at 640x480 mode, rendered
using OpenGL on a 500Mhz PIII Xeon with 256Mb of memory and a
32MB GeForce (Images from before 2000 are from a Permedia2 8MB) graphics card.
Some images are 16bit and some are 32bit.
Look at this page for performance statistics.
The demo supports recording and
playing back camera paths, try running the standard path and
report you results along with your configuration to me and I will try to compile a list.
to do this run demo -play misc/cam.pth -perf misc/p1.log
and also run demo -play misc/cam.pth -perf2 misc/p2.log.
There are 2 types of performance tests.
The first will run a test using only the demo mesh, but render to the screen.
The second will not render anything but only test the demo algorithm's speed.
Each test will run for about a 1000 frames.
To fly across the landscape manually, press Up arrow to move forward (CTRL-Up to move fast)
and use the mouse to steer.
|
Optimized rendering and textures using compressed textures and vertex array
extention on GeForge. 16,000 triangles @140FPS = 2.24million TPS.
(10000T@155FPS,4000T@170FPS). Compare this with the Terragen images from Jul 16 1999,
we are now 18000 times faster than Terragen and only 10x as ugly :).
|
|
View of Havasupai point in the Grand Canyon 10,000 triangles. |
|
Wire frame/debug view from another location. Jan 13,2000 |
|
View of Hawaii from a mesh of 2049x2049,
far clipping plane is 50KM in this shot. Sept 17 2000 |
|
Reflections Aug 2000 |
- Flat Earth
Apr 2000
- Curved Earth
Apr 2000
|
Screenshot a particle effect developed by Idzard Kwadijk. |
|
Screenshot with the new forest class. This uses 3 tree types seeded with
the ecoMap, the texture is 2048x2048 in this image. There are 50000 trees
on the landscape. There are 3500 visible in this shot. |
|
Screenshot with the new texture synthesis code from Klaus Hartmann.
- These are shots of from a loaded DEM file from the bay area, note the
height is extreemely exagerrated. (loader and data courtesy of Ben Discoe).
These shots show the engine running with a terrain that is 1025x1025 height
samples with a block size of 65, at 800x600x16. The viewing distance is 500 units
(half the total width of the terrain).
The target number of triangles is 4500.
|
|
Normal view. Note shore/land aliasing is a zbuffer artifact. |
|
Same shot again with solid/sky/ground etc disabled showing triangles
more clearly. |
|
A different shot with better shadowing, wireframe overlay and
topdown view. Again the top down view beautifully illustrates
the algorithm's prioritization of the triangles in the mountains
versus the flat area on the left. The text overlay also shows
the state of the split queue which currently contains 5064 triangles,
the merge queue which contains 538 merge diamonds and the target
number of triangles 4500 has been hit exactly as shown by VIS.
5064 - 4500 = all the red triangles (non visible) as shown in the
top view. |
|
Sunset shot casts a reddish glow on the landscape as it sets over
the ocean. |
|
|
Screen shot from the GeForce at 800x600 with 3000 triangles.
|
|
|
New rendering mode, doesn't work on permedia2 but should look correct
in true openGL implementations (1FPS in software). |
|
Screen shot shows a 2Million triangle auto generated terrain LOD down to
1500 triangles using fog, this also implements far clipping.(Aug15) 10FPS. |
|
Screen shot shows 1024x1024 mars texture, doesn't look very good because the
texture is too vague, but shows sunset nicely.(Aug6) 12FPS. |
|
This screenshot shows a mesh restricted to 1500 triangle dynamically downsampled
from a 257x257 heightmap. This is using a terrain wide texture of only 128x128
pixels, I plan to try a 1024x1024 pixel texture soon.(Aug4) |
-
These screenshots show meshes restricted to 1000 triangle dynamically downsampled
from a 257x257 heightmap. This is the current quality of rendering.(Jul16)
-
These are equivalent views from Terragen (231,952 quads in 2:12) so we are a factor 160x
faster but still a factor 100 times more ugly as well.
This screen shot shows a mesh restricted to 1000 triangle dynamically downsampled
from a 257x257 heightmap. The terrain was imported from Terragen. The scale doesn't
quite match yet. This image renders textured terrain and clouds, a star field at night
and a sun which moves. (we are still a long way from Terragen's quality).
Textures for the water and land are from Idzard Kwadijk, the rest are auto generated.
This screen shot shows a mesh restricted to 1000 triangle dynamically downsampled
from a 257x257 heightmap. The terrain was imported from Terragen.(Jul1)
This screen shot shows a mesh restricted to 2000 triangle dynamically downsampled
from a 513x513 heightmap (526,338 base triangles). This is running a 12FPS without
any OpenGL optimization. The bottom view is an orthogonal top view, it shows the
current state of the mesh, the red triangles are outside the viewing frustrum and the
detail here is minimized, the blue ones are wholly inside the viewing frustrum and
detail is maximized here based on screen space error estimates, the gray ones are
partially inside.(Jun1)