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 The Outerra - global 3D rendering engine [WIP] 
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Joined: Wed Sep 14, 2011 2:39 pm
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Post The Outerra - global 3D rendering engine [WIP]
Planetary engine that can be used with elevation dataset with arbitrary resolution, while being progressively enhanced by parametrized fractal refinement algorithms. The fractal algorithms refine and introduce details down to centimeter or milimeter resolution and can be parametrized by elevation and climate data. A completely random fractal terrain is possible too, or a terrain sketched in rough resolution with fractal generating the details.


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Outerra is a unique 3D rendering engine, a world rendering engine capable to seamlessly render whole planets from space down to the surface. It can use arbitrary/varying resolution of elevation data that it further dynamically refines using fractal algorithms. The fractals try to mimic natural processes, generating fine, believable terrain with high resolution. The world is also being dynamically textured and populated with vegetation using predefined land type material sets and the computed terrain attributes.


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In a similar manner all other data sets are to be treated - the fractal refinement process taking on where the actual data resolution ends, creating natural land type and climate transitions along with characteristic vegetation distribution.

The textures are normally generated dynamically by the fractal mixer, but it's also possible to use bitmap overlays for selected areas, for things like the detailed aerial photos of airports and the like.


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Vector data are supported as well, with ability to define roads that naturally and seamlessly fit on the terrain, by adjusting the adjacent ground and refining it by the fractals.

Vector data can be also used to define artificial regions with custom land type, such as fields or pastures. As a side effect of the universal fractal refinement process it will be also possible to have the artificial areas slowly degrade and return the land to its natural state.



The embedded Chromium browser effectively allows to render and interact with web pages directly from within the game or application using the engine.

For example, the engine can show a window with Google Maps, that is synchronized with the camera position - the web pages can access and script the selected engine features via JavaScript. This allows for unlimited possibilities - web pages can be made specifically for the simulator, adding chat functionality or advanced flight-related multiplayer functions or just combining it with existing web services.


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An integrated flight dynamics model library (JSBSim) provides fully configurable physics and math model defining the movement of aircraft or rocket under various natural or applied forces and moments.


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The engine also handles complex vehicle physics and its interactions with the terrain. It makes an ideal platform for integrating the ground and aerial vehicle simulation into one solution, while also allowing to have the whole world available in it.


Features Summary


* Realistic looking terrain with high detail
* Unlimited visibility, detail ranging from thousands of kilometers down to centimeters
* Real time atmospheric rendering
* Rendering of vast dense forests
* Seamless transition from space down to the planet surface
* Adaptive LOD with continuous transitions. Elevation data are preprocessed using special wavelet compression, the required level of detail is extracted effectively on the fly
* Partitioned compressed dataset can be downloaded progressively over the web
* Fractal refinement mimicking the natural processes (erosion, rocks, overhangs)
* Procedural texture generator combining mathematical models and climatic data
* Bitmap overlays for specific areas
* Vector data - roads, rivers, land class polygons

* Dynamic shadows
* Fully asynchronous multi-threaded design able to utilize all available CPU cores
* Terrain and fractal algorithms runing completely on the GPU
* Stable frame rate system
* Supports arbitrary and varying resolution of elevation datasets, refined to centimeter resolution by fractal algorithms
* Embedded web browser allowing for direct web service integration
* Supports COLLADA 3D model file format
* Integrates a Flight Dynamics Model library for high fidelity simulation of aircraft, rockets
* Global physics engine for simulation of vehicle physics and collision detection


Outerra website

All the images and info used in this thread come directly from Outerra website.
Outerra Engine is a property of Outerra company.


(This engine could work for Cortex Command if it would be 3D. Sooner or later...)
(Not that I'm not a 2D fan - I love 2D games! But I'm not complaining about some 3D games either...)


Sat Sep 24, 2011 10:12 am
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Post Re: The Outerra - global 3D rendering engine [WIP]
I like how you messed up the link at the end to confuse everybody.


Sat Sep 24, 2011 5:21 pm
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happy carebear mom
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Post Re: The Outerra - global 3D rendering engine [WIP]
How is it messed up?


Sat Sep 24, 2011 6:06 pm
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DRL Developer
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Post Re: The Outerra - global 3D rendering engine [WIP]
Warguy is probably color blind.


Sat Sep 24, 2011 6:07 pm
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Data Realms Elite
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Post Re: The Outerra - global 3D rendering engine [WIP]
Instructions:
Set image size to 1
instant creepypasta text.

EX:

Hello there.
(Hello there)


Sat Sep 24, 2011 6:12 pm
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Data Realms Elite
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Post Re: The Outerra - global 3D rendering engine [WIP]
Terragen 2 is better.
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Looks like a photo, don't it?
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Its not.
If you have terragen 2, get the hurricane from here.


Sat Sep 24, 2011 6:53 pm
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