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Planetary Basics

I thought maybe a bit of a description of how Geo represents it’s planetary bodies might be interesting, it will nail it down in black and white for me if no one else anyhow.

As procedural landscapes have been an interest of mine for many years it’s no surprise that I’ve played about with many little projects over those years looking into different techniques and algorithms. All of these earlier projects however suffered from the same limitation that is prevalent in many of even the latest games today – they represented their landscapes as simple two-dimensional grids of altitude values known usually as height fields.

Now height fields are pretty much ubiquitous with landscape rendering because they are simple, contain a very high degree of coherency and thus lend themselves to a variety of high speed rendering and collision algorithms that take advantage of those facts.
Height fields however do by their nature however suffer from the problem of being two dimensional with each point on the landscape represented only by a height value. This precludes any form of vertical surface on the landscape such as a cliff face along with concave constructs such as overhangs and caves, lending height field based landscapes a distinctive simplicity.

There have been various extensions applied to basic height fields to work around these limitations at least in part, games such as Crysis use selective areas of voxel based geometry to produce overhangs for example and many games employ sections of pre-built geometry such as cave or tunnel entrances that can be placed in the world to hide the join picture-frame style between the height field landscape geometry and the non-height field based interiors.

Rather than try extending something I have played about with previously however I thought it would be more interesting to try something completely new, so with Geo I’ve chosen to represent entire planet as single voxel spaces from which geometry is generated. These voxels are represented using a fairly standard octree structure so they can be rendered at differing levels of detail as required – see Wikimedia amongst others for more information on Octrees and Voxels

A simulated Earth for example starts with a single voxel containing the entire planet which is rendered using geometry generated with the marching cubes algorithm over a 16×16×16 grid. The values fed in to the marching cubes come from a planetary density function which essentially evaluates for a given point in space how far it is from the surface of the planet; +ve being above the planet surface and –ve being below. When the marching cubes process these density values the iso-surface produced at the zero density value then gives the geometry for the surface of the planet – probably a couple of thousand triangles for this lowest LOD level.

As we get closer to the planet the voxel is split into eight children at the next level down in the octree and geometry generated for each of them for rendering and so on. What happens first of course is the viewpoint position is used to determine which voxels from which levels of the octree should be rendered – voxels close to the viewpoint are taken from deeper in the octree and so produce higher fidelity geometry while those further from the viewpoint use voxels from lower in the tree and thus produce lower fidelity geometry. A natural level of detail scheme thus falls out of the tree traversal ensuring as uniform a triangle density as possible is produced on screen.

Other optimizations such as culling voxel bounding boxes against the view frustum helps reduce the amount of geometry rendered and an asynchronous geometry generation system is employed so rendering is not slowed down while the CPU generates geometry from the density field – voxel geometry simple appears as it’s generated in a closest-first type fashion and cached in memory for future frames. There is plenty of scope for more advanced visibility culling techniques such as hierarchical Z buffer tests but this will do for now.

While initial experiments are based around basically Earth like planets, the real power of this approach is that it can represent any form of geometry at all, so half-destroyed blown apart planet husks are entirely possible along with sprawling cave systems, vertical cliff faces and even gravity defying floating rock precipices – there should really be no limit.

Anyway, that covers the basics and is probably enough for now – take a look at the screenshots to see how it’s coming along but bear in mind please that it is still very early days so apart from the major feature omissions such as atmospheric scattering, vegetation, water and infrastructure there are also many major glitches with the code that still need ironing out.

– John

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  1. January 4, 2011 at 12:33 pm

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