Alps Mountains in 3 dimensions

2efb8c7b58daf9883fb5977a1c65f264
0
pawel_xx 101 Mar 30, 2007 at 15:00

07-03-28.jpg

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

5 Replies

Please log in or register to post a reply.

6837d514b487de395be51432d9cdd078
0
TheNut 179 Mar 30, 2007 at 16:04

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.

4e70f904a74bd2aa8773733b25b77d41
0
SigKILL 101 Mar 30, 2007 at 16:54

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…

2efb8c7b58daf9883fb5977a1c65f264
0
pawel_xx 101 Mar 30, 2007 at 19:19

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

36265de3991885b459b8b0b15707bfaf
0
Krokhin 101 Apr 05, 2007 at 08:55

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

2562953b4e8e2602a8bfc24b1123a341
0
EvilSmile 101 Apr 06, 2007 at 09:25

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