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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Procedurally Generated Terrain

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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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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2D Contouring and Color Maps

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 […]

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