OpenGL-Terrain-RealTimeRendering
OpenGL rendering engine for terrain simulation
Video Demo & Screen Shot
External Dependencies
- GLEW
- SDL
Scene Components
1. sky dome
- change with day time
- used hash noise to implement stars and remove artificial sky color border
- reference: https://github.com/kosua20/opengl-skydome
2. clouds
- shape/color changing with day time
- tried terrain-like clouds
- noise-generated texture clouds in use
3. terrain land
- procedural generated
- with geomipmap (terrain is subdivided into chunks, not the best implementation. To be improved)
- multi textures, diffrent by height and noise map
4. lake
- two frame buffer objects, one for refraction, one for reflection
- used both depth test and stencil test
- used texture noise
- bug: weird edge looking
5. plants
- a huge number of plants by instanced rendering
- particle system(to do)
Render Techniques
1. Depth/Stencil Testing
2. Alpha Blending
3. Frame Buffers
4. Instancing
5. Anti Aliasing
- MSAA, multi-sampled anti-aliasing