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Updated README, added Snaps.
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README.md

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# water-gl
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Computer Graphics Final Project - Water Simulation.
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Computer Graphics Final Project - Water Simulation in Nature.
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## Setup Instructions
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* Add the JARs under lib/jars to your project's libraries.
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* Add `-Djava.library.path=lib/natives/` to your JVM options while building.
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* IMPORTANT - The native link libraries included are for Linux distributions.
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For other platforms, you'll need to download them separately from [here](https://sourceforge.net/projects/java-game-lib/files/Official%20Releases/LWJGL%202.9.3/).
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## Showcase
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## Snapshots
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### Forest Terrain
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![Forest Terrain](res/forest.png)
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##### Nature's Beauty
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![showcase](snaps/showcase.png)
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### Stanford Zoo
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![Stanford Zoo](res/stanford.png)
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##### Fake Lighting(Lamp) & Transparent Textures(Pine, Fern)
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![fake_lighting](snaps/fake_lighting.png)
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##### Fogging, Skybox, Multi-Textured Terrain, Texture Atlases(Bob, Fern)
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![fogging_skybox](snaps/fogging_skybox.png)
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##### Water Reflections - Fresnel Effect
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![reflections](snaps/reflections.png)
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##### Water Refractions - Fresnel Effect
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![refractions](snaps/refractions.png)
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## SIMULATION VIDEO
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TBA
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## Objective
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The aim of the project is to render a simulation of a scene consisting of a terrain and a water body using the modern OpenGL pipeline.
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The aim of the project is to render a simulation of a scene consisting of a terrain with a water body using the modern OpenGL pipeline.
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## Group Members
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* Debojeet Chatterjee
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* We have provided keyboard functions to navigate the world using W, A, S, D, LShift, LCtrl. Also, holding Space boosts the speed of
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camera movement by a factor of 3.
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## CHALLENGES AND FUTURE WORK
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## FUTURE WORK
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* Audio Effects.
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* Entity Collision with Player.
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* Randomly generated foliage shows up on paths which seems unrealistic.
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We could solve this by reading in the Blend Map and checking if the position
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of the foliage lies on the path and if so, discarding it.
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* Particle Effects for flowing water, fountains, waterfalls and other natural phenomenon.
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* We'd also like to have contours such as hills and valleys on the terrain for
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which we'll need to use a Height Map.
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* Deferred Rendering could let us include a lot more lamps and let us have a beautiful Night scene.
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* For water modelling, we'll need to make the refraction texture only render the
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scene below the water surface and the reflection texture only render the scene above the water surface.
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* We'll need to add a distortion effect to the water surface to make it look more realistic than still water.
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* Shadow Maps and Entity Normal Maps.

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snaps/fake_lighting.png

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snaps/fogging_skybox.png

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snaps/reflections.png

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snaps/refractions.png

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snaps/showcase.png

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