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 face the user and are also drawn from back to front so that the transparency remains correct.

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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.

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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.

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Multi-Resolution 3D View

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 […]

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