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simpl = 0 
simpl = 3 
simpl = 2 
simpl = 1 
verticalError[x,y].  r  g  b 
calculate 
maxVErr1 
maxVErr2 
maxVErr3 
store 
Vertical error maps generation 
For each tessellation block [x,y] 
(1 control point = 1 tess block) 
vertical error clipmap window res = elevation clipmap window res / tessellation block res ( common case: 64 = 1024 / 16) 
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Software tessellation 
Downsample the error maps so we can simplify on a 
quad-tree level prior to relying on hardware tessellation. 
Avoids rendering big areas with a dense grid of minimally 
tessellated blocks 
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WORKFLOW DESIGN ver.1.0 
Texturing goals 
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Texturing goals (2) 
• Have convincing vistas with virtually no effort 
ostart the real work from there 
• Have nice material blends in closeup 
ofine to adjust texel size manually 
with UV-only brush 
• Simple to implement 
oNo materials streaming 
oJust one texture array  
(two including normal map) 
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Texturing – 
Initial idea 
Define a pair of default materials 
oBackground and overlay 
oSet per game level 
otangent of the background material normal defines visibility 
of the overlay material 
Typical material layers on top of that 
ocontrolMapVal <> 0 
Unfortunately - far from achieving all three goals 
Texturing - 
Solution 
More radical approach - paint with two freely picked textures 
oBackground texture (eg. rock) 
oOverlay texture (eg. snow) 
oPainting feels differently 
broom - when painting a pathway 
sowing tool - when placing grass 
a bucket of snow 
... 
16 bit control-map 
o0-4  overlay texture index 
o5-9  background texture index 
o10-12 UV scale (7 scale values) 
o13-15 Slope threshold (7 threshold values) 
Texturing – 
Slope threshold 
Each of the 3-bit values assigned for slope threshold is associated with a value 
Values go from 0.0 to 1.0 
Compute slope angle of the background material (world space texture normal) 
Compare against threshold value (control map) 
0.125 
0.375 
0.5 
0.75 
Texturing – 
Not enough flexibility 
Issue with slope thresholds logic - 
problematic to make a thick 
snow/grass/sand/* cover 
Start with simple ideas… 
Boost overlay texture 
when vertex normal looks up 
Might be good enough for this case, 
but ... 
slope threshold = 0.1 with boost   [bad distribution
slope threshold = 0.1 [proper distribution
Cobblestones case 
Bad for cobblestones :( 
Smallest threshold value already makes it more than 50% covered 
We want cobblestones to have wide range of protrusion 
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