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Terrain Rendering in Frostbite using Procedural Shader Splatting (Siggraph 2007)
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Johan Andersson
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Terrain Rendering in Frostbite using Procedural Shader Splatting (Siggraph 2007)
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Terrain Rendering in
Frostbite using Procedural Shader Splatting Johan Andersson Rendering Architect, EA DICE 2.5
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Terrain lighting screenshot
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Mountain material example
Only grass material With mountain material Slope Mask (slope scaled & biased)
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Base grass material
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Dirt on slopes
added
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Sea/river floor material
added
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Fields added (painted
masks)
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2 more field
types added
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Slope-based cliffs added
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End result. Road
decals + minor materials
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Undergrowth example No
undergrowth With undergrowth
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Questions? Contact: johan.andersson@dice.se
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