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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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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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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Bump Mapped Swimming Fish

The scene contains a bump-mapped floor and a bump-mapped swimming fish. The fish is a cylinder which has been warped using a vertex program. The “wriggles” of the fish body are simulated using a sin wave which starts from the fish midline towards the tail. This animation is controlled using an interface which allows the […]

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