GroundWizTM RTS


GroundWiz RTS Tech: Alpine Valley

Key Features

GroundWiz RTS (Real-Time Shaders) Planter

  • Procedural planting: as the scene is explored, plants are procedurally created (planted) over the terrain and discarded when not needed anymore. This way the detail can be enormous.
  • Planter also supports manual planting: some areas of terrain or certain plants can be pre-planted manually by the content creator for better control. Data per each planted instance is kept to a minimum and many millions of instances can be planted in this way.
  • Numerous adjustable standard controls: placement density, varying size, orientation, position, etc.
  • Planter supports over 30 different planting constraints:
    - Terrain map layer constraints (slope, height, angle limits...)
    - Mesh collision avoidance, Planter self-collision & collision with other planters
    - Planter clustering that simulates vegetation grouping effect so common in nature
  • Automatic LOD (level of detail) handling so that far away objects don't waste polygons and rendering speed. It is optimized to handle a huge number of objects at real-time speed.
  • Compatible with GroundWiz Planter plug-in for 3ds Max. Some instances can be planted in 3ds Max plug-in and imported into GroundWiz RTS while others are procedurally planted for unlimited detail.

GroundWiz RTS (Real-Time Shaders) Terrain Map

  • Procedural displacement and tessellation (new since GroundWiz RTS version 2.1):
    supported on DirectX11 compatible graphics cards.

    Image with displacement tessellation on

    Image with displacement tessellation off

  • Terrain map uses layer tree structure (parent-child relationship) where each layer represents a certain type of ground with its own adjustable constraints.
  • Transitions between layers are non-repetitive and procedural, based on fractal noise.
  • Image maps for ground detail (albedo, specular, bump) and layer constraints

  • Procedural bump controlled per layer with micro detail

    Image with all the layers on

    Comparison image without and with procedural bump

  • Micro detail possible due to a procedural nature of maps. It can produce realistic vistas and also show great detail on close-ups.

    Far view

    Close-up image

  • Procedural but flicker free; although terrain map is procedural, flickering is almost non-existent and camera movement will not show any noticeable flickering.
  • Optimized routines of GroundWiz RTS make it possible to render a big layer tree in real-time. Number of layers is optional; in the case of more than 20 layers, it will require shader recompilation.
  • Speed depends on number of layers; terrain map uses pixel shader loops & dynamic branching to its full potential.

  • Layer LOD technique: ground can be very detailed by using many layers (ex.20) on high-end graphics cards. On lower-end systems some layers (usually children layers) can be disabled thus trading ground variation for better performance.

  • Compatible with 3ds Max version of GroundWiz plug-in, possible to directly export GroundWiz parameters from 3ds max and get them running in real-time.
  • Low data requirements; nothing needs to be pre-baked although users can control terrain map locally in some areas (via vertex color, image masks,...).


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