This is a shader implementation of Real-Time Hatching, Praun et al. [2001]. The scene contains a real-time rendering of hatching strokes over various objects. They use tonal art maps containing different stroke sizes and density at various resolutions. Using these tonal art maps, we can render strokes on complex surfaces.
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Bump Mapped Swimming Fish
The scene contains a bump-mapped floor and a bump-mapped swimming fish. The fish is a cylinder which has been warped using a vertex program. The “wriggles” of the fish body are simulated using a sin wave which starts from the fish midline towards the tail. This animation is controlled using an interface which allows the […]
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.
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.