kentie.net

On-GPU Ray Traced Terrain

Computer graphics course assignment I got to pick myself; I researched and implemented a method of drawing ray traced terrain on the GPU. Based on parallax occlusion mapping inside an unit cube, and similar to this Direct3D SDK example. It's limited compared to that (no shadows, etc.) but being that it was my first introduction to shaders and other modern graphics programming, I'm happy with it none the less.

I hope the code and/or report might be of use to someone since they're easier to understand than most other examples out there. To summarize:

Report
Source (Direct3D 10 + HLSL; requires March 2009 DirectX SDK or later)

Cranked up sampling rate 1
Cranked up sampling rate 2
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Created: Jun 09 2009
Modified: Jun 09 2009