"Questionmark"
Problem: Implement a large interactive scene in Ogre3D combining as many of the elements from Projects 1, 2, and 3 (paged terrain, flocking agents, and the indoors exploration using portals, water, bump and tangential mapping). For extra credit you can add optional elements a list of some of the possible options is given below: Ocean 1 Model the surface mesh by using a vertex shader. Ocean 2 Using height- maps as discussed in GPU Gems Vol 2 Chapter 18 http://http.developer.nvidia.com/GPUGems2/gpugems2_chapter18.html Ultimately you are creating a game in which the player is exploring a world: the outdoor scene use several objects with spherical environment mapping, then when you enter the building use cube environment mapping to create reflective objects. Plus: 1. Reflection of the terrain on the water surface surrounding it; 2. Visible (refracted) bottom when the camera flies low above shallow water regions. 3. Model the eect of surface wind on the water surrface by allwoing th eselection of dierent spectra to model the wind-driven waves (See the discussion in [Tes01, Bel03, Mit05, HVT+]. 4. Implement Sun sparkilng paths using the mmethod discussed in class and out;ined in [Sch04]. Note that if you do this you can let the Sun (or Moon to travel across the sky and then have intersting sprakkle paths. You may want to consult also an old paper by Max [Max81] 5. Use the techniques and the prototype code for Real- Time Fuid Dynamics Simulation and rendering developed by Jos Stam [Sta03] to simulate and render smoke driven by the wind above the water); particles dragged by a current under water; or allow the user to disturb the water surface wby clicking the mouse on the surface. 6. Allow the user to dive under the ocean surface and then render underwater scenes (with at bottom surface) showing God rays and caustics using the techniques described in class and outlined in [BO, IDN01] 7. You can add also other features including moving cloud and/or land vegetation.
Problem: Implement a large interactive scene in Ogre3D combining as many of the elements from Projects 1, 2, and 3 (paged terrain, flocking agents, and the indoors exploration using portals, water, bump and tangential mapping). For extra credit you can add optional elements a list of some of the possible options is given below: Ocean 1 Model the surface mesh by using a vertex shader. Ocean 2 Using height- maps as discussed in GPU Gems Vol 2 Chapter 18 http://http.developer.nvidia.com/GPUGems2/gpugems2_chapter18.html Ultimately you are creating a game in which the player is exploring a world: the outdoor scene use several objects with spherical environment mapping, then when you enter the building use cube environment mapping to create reflective objects. Plus: 1. Reflection of the terrain on the water surface surrounding it; 2. Visible (refracted) bottom when the camera flies low above shallow water regions. 3. Model the eect of surface wind on the water surrface by allwoing th eselection of dierent spectra to model the wind-driven waves (See the discussion in [Tes01, Bel03, Mit05, HVT+]. 4. Implement Sun sparkilng paths using the mmethod discussed in class and out;ined in [Sch04]. Note that if you do this you can let the Sun (or Moon to travel across the sky and then have intersting sprakkle paths. You may want to consult also an old paper by Max [Max81] 5. Use the techniques and the prototype code for Real- Time Fuid Dynamics Simulation and rendering developed by Jos Stam [Sta03] to simulate and render smoke driven by the wind above the water); particles dragged by a current under water; or allow the user to disturb the water surface wby clicking the mouse on the surface. 6. Allow the user to dive under the ocean surface and then render underwater scenes (with at bottom surface) showing God rays and caustics using the techniques described in class and outlined in [BO, IDN01] 7. You can add also other features including moving cloud and/or land vegetation.