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Must have tools 
Freely enable/disable each component of the brush, eg.: 
owant to influence texel size only 
owant to influence threshold only 
owant to change overlay/background texture only 
increment/decrement threshold 
optional but very useful: value falloff on brush radius 
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Per-texture params 
Horizontal 
oblend sharpness 
Vertical 
odampen color on low slopes 
odampen normals on low slopes 
Horizontal/Vertical 
ocustom ones, eg.: falloff, roughness 
ograss brush (more about that later) 
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Triplar mapping - 
performance 
No triplanar mapping for overlay texture 
For background texture sample with 
triplanar mapping 
oChoose which planes contribute ( prefer 
branching over texture fetches ) 
Tighten the blend zone as much as 
possible without introducing glitches 
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RasterEdge.XDoc.PDF.dll. C:\input.pptx"; String outputDirectory = @"C:\output\"; // Convert PowerPoint to The second is for converting PPT document to Png image
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RED - three samples YELLOW - two samples   GREEN - one sample  
TIGHTEN_FACTOR = 0.3 
TIGHTEN_FACTOR = 0.576 
Blend zone tightening 
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TIGHTEN_FACTOR=0.3 
TIGHTEN_FACTOR=0.576 
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jpg", @"C:\demo2.jpg", @"C:\demo3.jpg" }; // Construct List new Exception("Fail to construct TIFF Document"); // Step3: Other Use C# Code to Convert Png to Tiff.
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Terrain holes performance 
Solutions unavailable: 
oCan’t just render terrain with “discard” instruction inside, as it disables early-Z and hi-Z. 
oCan’t manipulate indices when using hardware tessellation 
Terrain holes - our solution 
Know that there is a hole inside a given tessellation block 
oDetermine that during vertical error clipmap update 
oCheck that during hull shader processing 
Split terrain drawcall into two drawcalls (#ifdef’d shaders) 
o1: cull tessellation block if it contains a hole 
usually covers over 99% of the terrain 
no discard instruction - hiZ on 
o2: draw tessellation block if it contains a hole 
with discard instruction 
best/closest clipmap level only 
Terrain shadows 
Terrain shadows clipmap 
●Store maximum height that’s in shadow 
●Update when streaming clipmap or changing time of day 
●Has to be tightly coupled with clipmap computations to avoid shadows shimmering 
●Allow a few huge meshes to cast terrain shadows 
Terrain shadows algorithm 
1. Lay down terrain depth - sun perspective 
2. Render to the slices of shadows clipmap 
For each texel 
o
At a corresponding elevation texel, calculate a full world space position (wsPos) 
o
For i=0 to n    // n=13 works just fine  
transform wsPos to the sun-space position 
compare z value of the sun-space position with the one fetched from pt.1 texture 
if position is occluded, increase wsPos.z by step, halve step 
if position is not occluded, decrease wsPos.z by step 
o
Store the last z component value in the terrain shadow map 
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