Blog Entry #3
This week we have finished the main features of the project. Currently we do not have any update on the project information. Procedurally modeled city We used the building cubes with different textures to build up tall buildings. The positions of buildings, streets, and landmarks, as well as the height of buildings, are highly randomized so with different random seeds the city would look completely different. The city is mostly finished and we might try to add more varieties to it. Shadow mapping We used shadow mapping to render shadow for the scene. The bottom left corner of the screenshot below shows the shadow map (depth map) we generated using framebuffers. We first render the scene using the depth shader in the first pass. Then we render the scene using normal shaders with the depth map and light space matrix in the second pass. Since we want to simulate directional light from the sun, we use orthographic projection for light space matrix. We also dealt with shadow acn...