My Dissertation was GPU based generation and rendering of volumetricĀ terrain. The dissertation was based off of the ideas discussed in GPU Gems 3. The project explored the idea of creating a 3D scalar field to describe the terrain and then polygonise that scalar using various algorithms. Due to time constraints I was only able to explore one such algorithm (Marching Cubes) rather than the 3 I had intended (Marching Cubes, Marching Tetrahedra and Naive Surface Nets). The project was created using C++ and OpenGL (spefically the glfw library) and as a result glsl for the shaders. Continue reading “Dissertation”