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To view images as a slideshow, please click on any of the thumbnails. Then use the right or left keyboard arrows to scroll through the images. You can also click the arrows on the right or left side of the image with your mouse. To exit viewing a full size image, simply click off of the image or press the escape key.

Original DEM Processed DEM


Closeup of Original DEM Closeup of Processed DEM



DEM Processing

Part of my role as Lead Environment Designer at Raydon Corporation requires me to be able to process very large Digital Elevation Models (DEMs) with high resolution. In the top row of images you can see the elevation model for a large area of one terrain. The hill shading effect gives the appearance of dimension, so you can clearly make out the road berms, the battle positions and target locations for the training range. The image on the left is the original LiDAR scan of the area, which captured trees, bushes, buildings, cars, signs and other clutter on the ground. The image on the left is the processed version of that same model after clearing out the clutter features. Note that the important features, such as roads and berms, have been preserved in there high-res state. The images in the second row are closeups of that region of the DEM.

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DyRT Runtime Demo

In addition to providing a good baseline for dynamic terrain rendering for real time applications, this app is also intended as a method to visualize and manage changes in source data used to create procedural terrain environment models. Note that you can fly through the scene using standard WASD controls just as you can with most WYSIWYG tools. The shaping tool is currently mapped to the RMB only because that was how InVidea did it in their version. I'm not too fond of that, so I think I will be modifying it to use the LMB and then change the camera point trigger to a specific key. Note that you can simultaneously edit the terrain surface and modify the texture blend map. Also, as additional details are added to the terrain shape, the terrain skin automatically subdivides to provide the necessary topology. See 3D Graphics Programming for more info.