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 acne and over sampling issues and applied percentage-closer filtering to improve the shadow map. The second screenshot shows the city without shadow.




Sound Effect
Importing the irrkLang library, now can have sound effects with during our gameplay. The background noise is selected to be the plane engine sound. And we also added the bomb explosion sound when the bomb reached the ground and explode.

Texture
The building and the surface that we build for the city does not have normal vertices. And for the parser, we did not pass the normal vertices to the shader either to keep the convention. One major thing that we changed is the plane model. The SketchUp conversion method would cause the texture to be applied individually to each fragment instead of all the fragments as a whole. Thus, we picked one plane model that uses a quadrilateral fragment. We convert the fragment into a triangle by hand with the same algorithm as the last blog and applied texture over with the same method from hw3.


Other
We have set up the route for the bomber plane and we can switch to the airplane view

We also found a skybox of dusk that looks more like the end of the world, which makes the scene more tragic and cooler.


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