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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Ray Tracer

Ray tracer scene containing a sphere and a triangle. Implemented simple phong lighting (ambient, diffuse, specular model) and also casts shadows.

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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.

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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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