Procedural texturing: Difference between revisions

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* <b>Computational cost:</b> Especially on older graphics cards, multiple texture lookups combined with evaluating noise and other functions is significantly slower than just texturing the terrain with a single texture. Most optimization strategies used in other 3D games (such as filling the z-buffer early and discarding occluded pixels) do not work well for a flight simulator where most of the terrain is visible at any given time.
* <b>Computational cost:</b> Especially on older graphics cards, multiple texture lookups combined with evaluating noise and other functions is significantly slower than just texturing the terrain with a single texture. Most optimization strategies used in other 3D games (such as filling the z-buffer early and discarding occluded pixels) do not work well for a flight simulator where most of the terrain is visible at any given time.
== Further reading ==
* http://www.upvector.com/?section=Tutorials&subsection=Intro%20to%20Procedural%20Textures
* http://www.graphics.usc.edu/cgit/publications/papers/p95-rhoades.pdf
* http://www.vis.uni-stuttgart.de/~dachsbcn/download/ProcReproduction.pdf
* http://www.unilim.fr/pages_perso/guillaume.gilet/Recherche/pdf/CGI12.pdf

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