Some screenshots:
And here is it in action:
- For large view: follow this link
- Watch it here:
* Demo breakdown:
- Deferred shading is used to achieve better and faster rendering than forward rendering. Lighting calculation was done in camera space and optimized using stencil masking.
- Atmospheric scattering was computed based on pre-computed textures: transmittance, irradiance, and inscatter. It has multiple scattering for realistic color.
- Noise textures were created and animated over time. They then were used to create heightmap for the water grid. Heightmap then was used to generate normal map that can be lookup in the shader for water grid.
- Water grid was projected using a 2nd camera with some elevation from the original camera. The 2nd camera projection was built based on the main camera's frustum.
- Sun scattering color was blend with terrain texture to create realistic color with respect to sun position during the day.
- SSAO was added for more realism and give a sense of depth for the scene.
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