Eleanor Gregory's Portfolio

View My GitHub Profile

Stage 4 Advanced Graphics for Games

Result

Enable captions for descriptions of each feature as they are shown.

‘A well thought out, technically excellent scene with a wide range of engineering features.’ - Dr Rich Davision

View on Github

Introduction

The brief for this project was to use OpenGL within Newcastle University’s graphics framework NCLGL to render the scene of a landscape which changed over time. I interpreted this by having a camera move through a landscape that rose from the water, the movement triggering changes such as trees growing and snow beginning to fall.

What Was Learned

This was my first large project with OpenGL and included features covered many techniques that made use of additional rendering aspects such as the depth buffer that I hadn’t covered previously, for example in shadow mapping and post processing effects. In previous graphics projects I also had not previously used scene graphs for efficient rendering, so this project really got me to think about how to structure graphical scenes in the best way possible.

Implementation

My finished landscape scene contained a number of graphical features, both rendered on the screen and within the code for more efficient rendering:

Possible Improvements

A number of features such as shadow mapping, skybox reflections and the particle faces only take into account one direction, meaning the shown image may not always be accurate from certain angles. A good way to improve the scene to a more realistic standard would be the inclusion of multiple angles for mapping, and particle billboarding so the snow could always be seen.

I would have also liked to show off the inclusion of multiple lights and their calculations in the scene, which could have been done via deferred rendering for further efficiency.