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Voxel Planetary Experiment

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Voxels generated implicitly from a generator function (sphere with simplex noise subtracted) ... marching cubes ... to polygons. Rendered with Ogre3D/OpenGL.
Voxel LOD ... generated over an octree on the fly. Voxel LOD with marching cubes algorithm ... causes seams, which I intend to solve soon with the Transvoxel algorithm.
Voxels and their corresponding vertices are generated in the rendering thread ... hence the stuttering ... when crossing octree node threshold boundaries.
Vertex anomaly bug when viewing planet from far ... vertices flicker and their polygons become inverted (and see thru and other weird side effects).
Bumps are my failure to interpolate vertices generated from voxels; thus all triangles are flat or 45 degree angles ...
Texture leaves lots to be desired.
Voxel LOD ... generated over an octree on the fly. Voxel LOD with marching cubes algorithm ... causes seams, which I intend to solve soon with the Transvoxel algorithm.
Voxels and their corresponding vertices are generated in the rendering thread ... hence the stuttering ... when crossing octree node threshold boundaries.
Vertex anomaly bug when viewing planet from far ... vertices flicker and their polygons become inverted (and see thru and other weird side effects).
Bumps are my failure to interpolate vertices generated from voxels; thus all triangles are flat or 45 degree angles ...
Texture leaves lots to be desired.
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