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.
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.
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 […]
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.
3D terrain visualization program which loads a terrain map file containing unsigned chars. The terrain switches to a half resolution version based on the distance from the viewer. The boundaries between the full and half resolution terrain are “stitched” so that no “holes” are visible in the terrain. The user may navigate through the scene […]