OpenGL Terrain and Grass Rendering Part 2

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This is an OpenGL demo featuring tessellated terrain, reflective water, geometry shader grass, a post-processing light scatter shader, and Clustered Deferred rendering.

The clustered rendering implementation can support 4096 lights, limited by the number of lighting calculations and OpenGL uniform block size.

Height, color, and normal maps generated with World Machine.

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This is really well done, good job it looks great

Djolewatchtastife
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Looks great I'm considering doing something with adaptive tessellation and sparse textures for fractal/procedural displacement maps) as a project. The geometry shader grass is a nice touch it adds a lot of life to the scene.

devlin
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How did you implement god rays? I really want to implement this to my engine. It look's gorgeous!

sbn
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can u please provide executable or something? i would love to play with this

soliderarmatang
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This is amazing, where and how did you learn all the stuff to create something like this? Any pointers would be greatly appreciated.

alexanderfernandes