Directed Study Progress Updates

3/30: https://docs.google.com/presentation/d/1hkFEguHeEMuEj6-x9p59IrbEzP0WWdI_PU_wODvyV7M/edit?usp=sharing

3/23: https://docs.google.com/presentation/d/18tpcN-9pJYDV6qhRRjSeDuh3N3AncQazolVzQc79zq0/edit?usp=sharing

3/9: https://docs.google.com/presentation/d/1u4W7V-S4UZ_KEwyJPSFVPodrq1lED9NJ0hmswa_33_8/edit?usp=sharing

3/2: https://drive.google.com/open?id=1XZOxQNpQ_zdpHnnujlat9Q1M8JRxnt-Pjjvddis0lsI&authuser=0

2/23: https://docs.google.com/presentation/d/1pdtNOlMZlJTvZ9_d_Y65s6Fz0DDt0R4xAQCWKSZMIlE/edit?usp=sharing

2/18:https://drive.google.com/open?id=1mR2_Qw6fLR4pl81q2SBUhUNMcGMQyZ95tiLKbLcznYw&authuser=0

2/9:https://drive.google.com/open?id=1G4BeWGPLyxq6HqFf2RYmwKzcQKWAmRNTcgVJe2ziqfM&authuser=0

2/2:https://drive.google.com/open?id=1Qvh3KsfTZqmX2feMCrgnw3U8PIOtgmsBrT1CC3nnnSU&authuser=0

1/26: https://drive.google.com/open?id=1rPpyLaI3XGAXpbjVAfygDJcDjY5TCPxgMCyoDDX71Ck&authuser=0

Basic distance based tessellation

Progress on my tessellation shader for efficient terrain rendering in OpenGL. Pretty much fully functional at a most basic level. I just need to set the heights from an image/procedurally, and adjust the tessellation control to handle cracks between patches and have a softer falloff. I implemented some nice visualization features that are toggle-able with console commands to help me with ongoing development.

I’m really excited, the project is really starting to come along, its my first project in modern OpenGL and I think I’m starting to get the hang of things.

Visualization of per patch tessellation levels (green = more tessellated, red = less):

And of course the wireframe, black is input geometry, white is geometry generated by tessellation shader: