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Texture Seams Elimination

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@stephen-hqxu stephen-hqxu released this 11 Jul 12:24

Release 0.3.4

What's new

  • Merging layered rendering buffer into a single rendering buffer, such that texture filtering and edge interpolation that fixes terrain seams are now automatically performed by OpenGL. (#17)
  • Completely elimiate normal map edge artifact by selectively pre-copying the edge from previous rendering buffers selectively.
  • Post erosion interpolation has been removed completely.
  • Implementing built-in memory pool introduced in CUDA 11.2.
  • Group rendering buffer updates for all required chunks into a single API call/kernel launch.
  • Adding error checking for all CUDA API calls.
  • CUDA kernel launch configurations are now determined dynamically, also grid size calculation has been improved to address the case when texture size or raindrop count etc. are not a whole number multiple of block size. (#16)

Fixes and improvements

  • Fix an incorrect indexing calculation during rendering buffer generation.
  • Remove some redundant const keyword when pass by value.
  • Factorise cudaStream_t usage, program reuses stream more efficiently.
  • Combine some initialisation functions into the class constructor call so they don't need to be called explicitly.
  • Relace std::list with std::vector where applicable.