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Alps Mountains in 3 dimensions


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#1 pawel_xx

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Posted 30 March 2007 - 03:00 PM

Posted Image


Description
This sceenshot comes from my application in which you can virtually visit
the whole Alps Mountains. Image shows Mt. Matterhorn seen in various
atmospheric conditions. Terrain and sky atmospheric effects were implemented
using Ralf Stokholm Nielsen's paper Real Time Rendering of Atmospheric Scattering Effects for Flight Simulators

Terrain rendering was implemented with my own algorithm similar to SOAR algorithm.

Application and its engine were written entirely in modern C++ and use following libraries:
- OpenGL and GLSL for rendering
- DevIL for loading textures
- FMOD for sound
- CEGUI for user interface
- DirectX for input devices
- TinyXML for XML parsing
- various Boost libraries including : filesystem, format, signals, smart_ptr, spirit, variant
For now the engine works on Windows systems only.

Other images
- Sassolungo in Italian Dolomites might be
compared to following images created by different applications
- This image shows effects of texture splatting and atmospheric scaterring.
- Sunset over Chamonix Valley

Pawel Ksiezopolski

#2 TheNut

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Posted 30 March 2007 - 04:04 PM

Pretty cool. I like your Mars effect. Some shadows and volumetric fogging would do wonders for your demo though. Also, how long did you spend on this? I may be interested in implementing the same effect since I'm working on lot with terrain right now.
http://www.nutty.ca - Being a nut has its advantages.

#3 SigKILL

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Posted 30 March 2007 - 04:54 PM

Ooh, I did something similar a little while ago, the executable can be found here: www.math.uio.no/~sigurdts/DuneRacer_bin.zip (you can play around with with the stuff if you care to edit text files). My implementation is based on the famous gdMag article and was rushed together (i.e. not very good). IIRC Nielsen work is very similar to the gdMag article, but he adds some stuff to account for height.

Nice shots btw...

#4 pawel_xx

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Posted 30 March 2007 - 07:19 PM

The Nut: shadows and clouds ( various types ) are on my TODO list.
I will have to think about volumetric fog too.

If your engine is capable of using shaders then implementing
scattering effects should be relatively fast.
It took me one week to read the theory, understand it,
write GLSL shaders and some C++ code.
I was really surprised that it took me so little time :P

pawel_xx

#5 Krokhin

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Posted 05 April 2007 - 08:55 AM

Very good.
I wish you to find good way TODO clouds-effective and nice!

#6 EvilSmile

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Posted 06 April 2007 - 09:25 AM

Very cool looking shots. Nice work :yes:
Keep us posted as you make progress.





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