Posts

Showing posts from December, 2018

Blog Entry #3

Image
 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 acne an

Blog Entry #2

Image
This week, we have been worked on some basic functionalities of our final project. Currently we do not have any update on the project information. Here are the specific parts we worked on: Skybox         We created a skybox which works as the background of the city.  Building with texture We created the Building class and each Building object is a cube geometry. The four side planes (front, back, left, right) of the cube work as the surface of a building and the top plane works as the roof. We mapped a texture onto those planes to make it looks like a real building. We used a vector to store multiple Building objects and stacked them together to create a taller building. This procedure would be useful when we implement the procedurally modeled city.  The following screenshot is a building that consists of three blocks: Plane and bomb model For both of the plane and the bomb model, we selected obj files from the internet to be our model. As expec