73% (First)
During my final year of university I decided to take the Advanced Shader Programming as one of my optional modules. The coursework piece we were given to do was to create a terrain in C++ and OpenGL. This was to be created using a height map or procedurally generated and to make use of Tessellation to create an appropriate level of detail. We then had to add directional lighting and generate shadows using framebuffer's.
I decided to make use of a height map and use distance dependent tessellation to increase and decrease the level of detail according to the distance between the view position and terrain. The further away the view position is, the less detailed it will be.
I also decided to add a fog so that the viewer cannot see the less detailed terrain as easily. This is a realistic thing to do as in a game you would not want the player to be able to see the lower detailed areas as easily as it can ruin the immersion of the game.

Implementing Distance Dependent Tesselation
Implementing Distance Dependent Tesselation
Adding height map
Adding height map
Adding basic directional lighting
Adding basic directional lighting
Adding colour to terrain to create a topographical map effect.
Adding colour to terrain to create a topographical map effect.
Implementing fog to disguise lower detailed terrain
Implementing fog to disguise lower detailed terrain
Adding shadows and improving lighting effects
Adding shadows and improving lighting effects

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