Fractal terrain rendering – Interactive 3D Environment
Languages: C++, GLSL
API: OpenGL 3.3
Tool and resources: GLFW, GLEW, Assimp, GLM
Rendering techniques:
1)
Terrain rendering
Fractal generated terrain
Tri-planar texturing
Distance based texture level of detail
2)
Water rendering
Normal mapping
Displacement mapping
3)
Sky and clouds rendering
Gradient sky dome
Parallax scrolling
Key characteristics:
• Environment
• Free
first person navigation
• Third
person navigation
• Quad-tree
for fast terrain frustum culling
• Fractal
terrain
• Procedurally
generated terrain based on parameters: size, roughness and height scale
• Adjustable
level of detail based on the number of iterations in the generation algorithm
• Unique
terrain shape
1. Terrain
Roughness=1.0
Height
scale=1.5
Iterations=11
Roughness=1.0
Height scale=1.5
Iterations=7
Roughness=0.8
Heightscale=2.5
Iterations=11
Roughness=1.3
Iterations=10
- Texturing level of detail based on the distance to the camera
- Tri-planar texturing to solve the issues when texturing high slope terrain
- Texturing level of detail based on the distance to the camera
- Tri-planar texturing to solve the issues when texturing high slope terrain
High-slope terrain:
- Texture level of detail - Far
- low-detail texture
- Texture level of detail - Near
- high-detail texture
• Two displacement maps
• Two normal maps
• Per-pixel lighting
• Effect of moving water with adjustable waves in terms of speed and scale
Low level of displacement
3. Skydome
Parallax
scrolling clouds: Two layer of dynamic clouds moving at different speeds to
create the illusion of depth.
Gradient
skydome: interpolates between the horizon color and the top color of the
skydome based on the local height of the sphere model
Demo: Youtube Demo
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