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In this sample, terrains and objects are created using procedural geometry maps as input for the tessellation shader. For windows in procedural buildings, hole generation is supported.
Features
• Geometry-Map based Procedural Geometry
• Dynamic Tesselation via Tesselation Shaders
• Procedural Holes / Extrusions
Performance
~ 48 FPS @ 1024x768 (no object culling)
~ 140 FPS @ 1024x768 (with object culling)
Used Hardware: Nvidia 560 Ti
General Scene
With carved holes Wireframe