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-
- Voxel landscapes and How I did it
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-
- This document describes the method I used in my demo of a Martian terrain,
- which can be found at garbo.uwasa.fi:/pc/demo/mars10.zip.
- It's similar to a floating horizon hidden line removal algorithm, so you'll
- find discussion of the salient points in many computer graphics books. The
- difference is the vertical line interpolation.
-
-
- First, some general points:
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-
- The map is a 256x256 grid of points, each having and 8-bit integer height
- and a colour. The map wraps round such that, calling w(u,v) the height at
- (u,v), then w(0,0)=w(256,0)=w(0,256)=w(256,256). w(1,1)=w(257,257), etc.
-
- Map co-ords: (u,v) co-ordinates that describe a position on the map. The
- map can be thought of as a height function w=f(u,v) sampled discretely.
-
- Screen co-ords: (x,y) co-ordinates for a pixel on the screen.
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