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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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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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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