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 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 […]
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.
A particle system that uses an attractor force that pulls particles to a respective position in space. These positions were based on vertex positions from an obj file.