OpenGL 4.0 Tessellation
Playing around with tessellation shaders in OpenGL. Terrain is generated on the GPU using Perlin noise. Water is created using Tessendorf's FFT based method. Terrain is dynamically tessellated based on distance. Also has frustum culling, reflections, depth of field, motion blur, crepuscular lighting, and tone mapping. Source code is available at https://github.com/psastras/Rocky.
Playing around with tessellation shaders in OpenGL. Terrain is generated on the GPU using Perlin noise. Water is created using Tessendorf's FFT based method. Terrain is dynamically tessellated based on distance. Also has frustum culling, reflections, depth of field, motion blur, crepuscular lighting, and tone mapping. Source code is available at https://github.com/psastras/Rocky.