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Logarithmic Depth Buffers and Problems of Scale (3D World Generation #9)

SimonDev Mar 15, 2021 11:00
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Support me on: Patreon: https://www.patreon.com/simondevyt Follow me on: Twitter: https://twitter.com/iced_coffee_dev Instagram: https://www.instagram.com/beer_and_code/ Github: https://github.com/simondevyoutube/ In this project, we look at floating point precision, logarithmic depth buffers, and the problems that come with planetary scale rendering. In the last video in the series, we used floating origins to scale the planet up, but that left a bunch of issues that needed resolving. We'll be fixing those issues one by one, and examining how and why the solutions work. This is all implemented in three.js/webgl and JavaScript but should be easy enough to port to Unity or whatever your setup is. We mostly explore the concepts here, not the specifics of any given platform implementation. Various resources: Intro Music: www.bensound.com Depth Buffer Resources: https://outerra.blogspot.com/2009/08/logarithmic-z-buffer.html http://tulrich.com/geekstuff/log_depth_buffer.txt https://developer.nvidia.com/content/depth-precision-visualized http://dev.theomader.com/depth-precision/ http://www.humus.name/index.php?ID=255 Misc other stuff: https://github.com/KhronosGroup/WebGL/issues/2197 https://www.khronos.org/opengl/wiki/Early_Fragment_Test https://en.wikipedia.org/wiki/Triangle_wave
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#simondev #game development #programming tutorial #three js #three.js #3d world generation #planet coding #procedural worlds