- Developer Sam Gainty
- Showcase year 2020
- Programme Computer Games Technology
- Project type Development
The project aims to implement a real time terrain deformation system using three different algorithms: Marching Cubes, Marching Tetrahedra and Surface Nets. All three algorithms seek to convert a 3D field of data into a chunk of terrain, but each operates differently resulting in varying performance and final visual results. The implementation uses a combination of Simplex Noise and a deformation texture to calculate how to deform the terrain in real time. Each algorithm is then implemented and run on the GPU to improve performance and viability before being tested under a variety of factors including execution time, visual result, and performance effect on the whole application.
This project aims to assess and evaluate the effectiveness of various isosurface visualization algorithms in the context of terrain deformation.
An interest in procedural mesh generation and manipulation.
“Isosurface Visualization Algorithms for Real-time terrain deformation” is a 2020 Digital Graduate Show project by Sam Gainty, a Computer Games Technology student at Abertay University.