Advanced Procedural Methods

DirectX: Marching Cubes Terrain Generation

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Project Description

DirectX implementation for the Marching Cubes algorithm, with Tri-planar mapping, Shadow mapping, Tesselation and a KDTree for collision.

I am using the HLSL language for pixel, vertex, geometry and hull shaders. A block of terrain being generated can be modified and there is a larger scale terrain generated with a 3D noisemap as well.

Project Date May, 2020 (7 days)
Snow
Forest