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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Shadow Map

The scene is filled with 3D objects featuring ambient and diffuse lighting. The objects cast shadows on each other based on the light using shadow maps. The user may move the light source around.

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Deformable Bodies

A deformable bodies simulator based on a standard non-linear strain finite element simulation as in O’Brien et al. [1999]. This approach required incredibly small time steps.

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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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