
Software Research Engineer/Scientist in Computer Graphics
At Intel Corporation
Previously Unity Technologies
© 2022 by Thomas Deliot. Created with Wix.com
Since 2015 I have been working on a terrain engine project for Unity on which I spend most of my free time. It started as a subject we suggested for a six-months school project we had to do with two other friends, with me taking on its development after the school project ended.
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This project aims to create a real-time terrain engine capable of generating realistically scaled and detailed terrains on the fly, mimicking real-life sceneries, for interactive uses like simulators and video games.
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The featured screenshots show the terrain engine working on a 155 by 155km area of the Alps around the Mt Blanc, using a one arc-second DEM heightmap (~30m precision). The video shows the results of a recent school project during which I've worked on adding volumetric clouds to this engine (and in general volumetric lighting and phenomena).
Features :
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1:1 scale terrains using large heightmaps of Earth areas and procedural terrain detailing.
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Fast terrain generation running on the GPU.
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Centimeter-level terrain resolution and pixel-wide details in the distance.
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A new method for rendering billboard vegetation using raycasting, not limited in complexity by distance or density.
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Procedural material and vegetation placement mimicking natural processes and integration with SpeedTree objects.
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Physics support.
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(In development) Realistically scaled volumetric cloud coverage, athmosphere simulation and and weather system.
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(In development) Terrain editing, roads, dirt paths, river beds.
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