|
1 | 1 | # water-gl
|
2 |
| -Computer Graphics Final Project - Water Simulation. |
| 2 | +Computer Graphics Final Project - Water Simulation in Nature. |
3 | 3 |
|
4 | 4 | ## Setup Instructions
|
5 | 5 | * Add the JARs under lib/jars to your project's libraries.
|
6 | 6 | * Add `-Djava.library.path=lib/natives/` to your JVM options while building.
|
7 | 7 | * IMPORTANT - The native link libraries included are for Linux distributions.
|
8 | 8 | 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/).
|
9 | 9 |
|
10 |
| -## Showcase |
| 10 | +## Snapshots |
11 | 11 |
|
12 |
| -### Forest Terrain |
13 |
| - |
| 12 | +##### Nature's Beauty |
| 13 | + |
14 | 14 |
|
15 |
| -### Stanford Zoo |
16 |
| - |
| 15 | +##### Fake Lighting(Lamp) & Transparent Textures(Pine, Fern) |
| 16 | + |
| 17 | + |
| 18 | +##### Fogging, Skybox, Multi-Textured Terrain, Texture Atlases(Bob, Fern) |
| 19 | + |
| 20 | + |
| 21 | +##### Water Reflections - Fresnel Effect |
| 22 | + |
| 23 | + |
| 24 | +##### Water Refractions - Fresnel Effect |
| 25 | + |
| 26 | + |
| 27 | +## SIMULATION VIDEO |
| 28 | +TBA |
17 | 29 |
|
18 | 30 | ## Objective
|
19 |
| -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. |
| 31 | +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. |
20 | 32 |
|
21 | 33 | ## Group Members
|
22 | 34 | * Debojeet Chatterjee
|
@@ -69,16 +81,14 @@ a multitude of instanced entities by loading their corresponding textures only o
|
69 | 81 | * We have provided keyboard functions to navigate the world using W, A, S, D, LShift, LCtrl. Also, holding Space boosts the speed of
|
70 | 82 | camera movement by a factor of 3.
|
71 | 83 |
|
72 |
| -## CHALLENGES AND FUTURE WORK |
| 84 | +## FUTURE WORK |
| 85 | + |
| 86 | +* Audio Effects. |
| 87 | + |
| 88 | +* Entity Collision with Player. |
73 | 89 |
|
74 |
| -* Randomly generated foliage shows up on paths which seems unrealistic. |
75 |
| -We could solve this by reading in the Blend Map and checking if the position |
76 |
| -of the foliage lies on the path and if so, discarding it. |
| 90 | +* Particle Effects for flowing water, fountains, waterfalls and other natural phenomenon. |
77 | 91 |
|
78 |
| -* We'd also like to have contours such as hills and valleys on the terrain for |
79 |
| -which we'll need to use a Height Map. |
| 92 | +* Deferred Rendering could let us include a lot more lamps and let us have a beautiful Night scene. |
80 | 93 |
|
81 |
| -* For water modelling, we'll need to make the refraction texture only render the |
82 |
| -scene below the water surface and the reflection texture only render the scene above the water surface. |
83 |
| - |
84 |
| -* We'll need to add a distortion effect to the water surface to make it look more realistic than still water. |
| 94 | +* Shadow Maps and Entity Normal Maps. |
0 commit comments