Now planets are pretty large things and the diversity and quantity of data that is required to represent one at even fairly low fidelity gets very large very quickly. A requirement of this system though is that I want to be able to run my demo and immediately fly down near to the surface to see what’s there – I don’t want to have to sit waiting for minutes or hours while it churns away in the background building everything up.
Atmospheric scattering shader and starfield skybox from orbit |
This fits quite well with modern CPUs where the number of logical cores and hardware threads is continuing to rise providing increasing scope for such background operations, but that does also mean that the data generation system needs to be able to run on an arbitrary number of threads rather than just a single background one. An added bonus of such scalability is that time can even be stolen from the primary rendering thread when not much else is going on – for example when the view is stationary or when the application is minimised.
Another view of the atmospheric scattering shader and starfield skybox |
So I need to be able to generate data in the background, but to achieve my interactive experience I also need it to be generating the correct data in the background, which in this case means that at any given moment I want it to be generating data for the most significant features that are closest to the viewpoint. This determination of what to generate also needs to be highly dynamic as the viewpoint can move around very quickly – thousands or even tens of thousands of miles per hour at times – so it’s no good queuing up thousands of jobs, the current set of what’s required needs to be generated and maintained on the fly.
Specular reflection on the water and lens flare visible |
To maximise the effectiveness of disk caching I also want to include compression in the caching system – the computation overhead of a standard compression library such as zlib shouldn’t be exorbitantly expensive compared to the potentially gigabytes of saved disk space.
This is quite a shopping list of requirements of course, which brings home the unavoidable complexity of generating high fidelity data on a planetary scale, but even non-optimal solutions to these primary requirements should allow me to build on top of such a generic data generation system and start to look at the planetary infrastructure generation and simulation work that I am primarily interested in.
Another view of the atmospheric scattering shader and starfield skybox |