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.
Particle Systems
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.
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.
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 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 […]