Shadow Algorithms

The scene contains a 4-sided room that are light-colored blue. Within this scene are various objects included a texture-mapped sphere and several stacked objects. There are 3 different shadow algorithms being used: projective shadows, shadow volumes, and shadow maps. Projective shadows from objects will only cast shadows on the floor and room, but not on each other or themselves. Shadow volumes and shadow maps will cast shadows on both themselves, other objects, and the floor. There is a white point light source which adjustable by a user.

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2D Contouring and Color Maps

The purpose of this project was to visualize how Mount St. Helens was changed by the eruption of 5/18/80. I used Historic Digital Elevation Models (DEM) from the United States Geological Survey website. The terrains have a color map to show the elevations and also has 2D contours at proper elevations to highlight distinct heights. The terrains […]

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Procedural Textures

The terrain was created using the same method as the “Procedurally Generated Terrain” project. The procedural texture is based on a noise algorithm. The trees are a texture-mapped image of a tree onto a rectangle. The alpha channels of the tree are transparent. The trees have billboarding apply so that the tree rectangles turn to […]

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Procedurally Generated Terrain

The ground is procedurally generated using a random midpoint method and smoothed using a neighborhood smoothing filter. The trees were generated by different procedural rules. The scene uses OpenGL material and lighting.

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