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DirectX 11 Mesh Rendering and Procedural Terrain

At my Games Development course at University of Abertay Dundee I had the opportunity to improve my DirectX 11 prototype, which I developed for my Bachelor thesis. I added occlusion culling, displacement mapping, mesh rendering and Phong Shading with specular highlights. The developed prototype can be seen in the two following videos.

Download: 360p | 720p | iPhone

Download: 360p | 720p | iPhone

The mesh on the left side is done with Phong Tessellation only. The mesh on the right side uses also displacement mapping. There are still problems for the mesh rendering with displacement mapping. It is important to have the right displacement map that the tessellation with displacement mapping works correctly. However, my system should work if the displacement map is aligned correctly at the edges.

Later I also implemented a procedural generated terrain. The procedural generation of the terrain is done on the GPU. The following videos show the result of my implementation.

Download: 360p | 720p | iPhone

Download: 360p | 720p | iPhone

I’m still struggling with the generation of the correct normals. For a better lighting of the terrain correct normals are essential. But at least the procedural generation of the terrain works. The terrain uses quads instead of triangles for the tessellation calculation. The tessellation factors are dependent on the size of the quad in screen space.

It is also possible to walk on the terrain, which is important for a terrain that needs to be useable for a game.

Permanent link to this article: http://www.markusrapp.de/projects/directx-11-mesh-rendering-and-procedural-terrain/