Friday, 15 March 2013
Wednesday, 12 October 2011
Blender - more time
I found some time for Blender - not it's time for texturing and version with smaller number of polys (RTS game doesn't need so complex wheels).
Tuesday, 5 April 2011
Thursday, 20 January 2011
Random screenshoots
Planet renderer:


Scattering for terrain (from http://sponeil.net/index.htm):

Simple terrain:

Laplacian filter (postprocessing):

Early version of planet renderer:
Scattering for terrain (from http://sponeil.net/index.htm):
Simple terrain:
Laplacian filter (postprocessing):
Early version of planet renderer:
Monday, 13 December 2010
Procedural planet renderer
My thesis. Terrain generated on GPU (CUDA) using diamond-square algorithm. Rendering - OpenGL 3.2. Procedural texturing.
It works realtime.
I added bump mapping and simple water. I want to change few algorithms to increase the speed of generating terrain and the size of each LOD. Parts of terrain should be generated in smaller groups. Current version:
requires few fixes to generate terrain realtime.
It works realtime.
I added bump mapping and simple water. I want to change few algorithms to increase the speed of generating terrain and the size of each LOD. Parts of terrain should be generated in smaller groups. Current version:
requires few fixes to generate terrain realtime.
Subscribe to:
Posts (Atom)






