Thursday, March 22, 2007

36RSO Project progress 1

Last 2 weeks
  • studied possible ways of mesh locality optimizations
  • implemented own way to generate triangle strips for regular grids (up to 400% higher framerate!)
  • compared with nVidia tristrip library (worse results due to the general use of this library)
Next 2 weeks
  • study of shading techniques for GPU clipmaps
  • revise existing shading and update to valid GPU per-pixel shading using normal maps
  • proper normal map update during clipmap shift on GPU
  • blend normals near boundary of clipmaps (same way as geometry blending)

36RSO Project assignment

GPU implementation of geometry clipmaps

Student: Václav Kyba kybav1@fel.cvut.cz
Supervisor: Jaroslav Křivánek xkrivanj@fel.cvut.cz

Extend existing geometry clipmap implementation done as a 36SEM project:

TerraD3D

  • school project for 36GS and 36SEM
  • C++ Win32 Direct3D application
  • terrain LOD algorithm based on geometric clipmaps, mainly on their GPU version
  • very effective and promising algorithm for today's graphics hardware
  • main aspects described in paper (czech) and presentation (czech)
  • binary v1.03 here (~4.5MB)


Buggy 2

  • school project for 36ZPG course
  • rewritten from scratch but never finished
  • quadtree for terrain frustum culling
  • logging and simple UI
  • source + binary here (~9.2MB)



Buggy

  • school project for 36V2B course
  • C++ Win32 OpenGL application
  • naive algorithm for terrain rendering from height-map
  • simple physics, frustum culling and collision detection
  • particle system for weather - rain, snow
  • source + binary here (~1.1MB)



Monday, March 19, 2007

3D Maze

  • school project for 36V1B course
  • first 3D attempt - simple Win32 C++ OpenGL application
  • go through a maze and find an exit to the next level
  • time limited top view for better orientation
  • source + binary here (~1.9MB)