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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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 […]
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.
Texture Mapping
Texture mapped a 4-sided room such that one wall has front-side culling applied. The floor is texture mapped using a checkerboard image and also feature mip mapping. The walls of the room are a repeated brick texture. There is a floating sphere in the center of the room texture mapped with the image of the […]