Specialization

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Specialization Project: Progress!

It’s been a while since I posted an update about the progress of my specialization project. Last time I added depth of field, but more has been added in the meanwhile!

I added a particle system that handles the floating of some small debris, it’s just floating around, rotating randomly, doing it’s thing. It’s just one texture for now made by me to test it, but it will get some variation later on.

I also, or rather redid the lightshafts, the previous implementation looked nice, but due to the fact that nothing from above (not counting the occasional fish perhaps) is blocking the light source, leaving a very overexposed scene without many shafts. So instead, I did them manually. They’re simple planes with alpha. They still need to be tweaked a lot to make a nice and convincing effect, but it’s starting to look like something!

The latest thing I added are flocking (or shoaling/schooling if you want to be precise) groups of fish. The basic behavior is implemented, but they need a lot of tweaking to becoming more convincing (not to mention implementing animation for them, which will be in soon). They’re not really bound, so they still occasionally move through the ground or above the water.

Next to the above changes, I also made a distinction between upper and lower water surface, so the depth fall off (Depth of Field) is only active when you’re below the water surface and the particles stay below the water surface. Also the models have had an update!

Here’s the result so far:

By |April 26th, 2013|Categories: Game Development, General, Programming, Specialization|Comments Off on Specialization Project: Progress!

Specialization project: Depth of Field

Today I added Depth of Field to the framework.

As with the other effects, it still needs some tweaking here and there, but I think that it already gives a nice effect as it is.

By |April 10th, 2013|Categories: IGAD, Programming, Specialization|Comments Off on Specialization project: Depth of Field

Specialization project: Godrays

One step further to get to the final product. I made an implementation of God rays, or light shafts. A form of volumetric light. Implementation is done as a post process effect.

First attempt resulted in the following:

It still needs some tweaking, and the light is a overexposed, also due to the fact that there is nothing really blocking the light source and it’s a small scene. For a first attempt however, it’s looking alright in my book!

By |March 21st, 2013|Categories: Programming, Specialization|Comments Off on Specialization project: Godrays

Specialization project: Caustics

So for my specialization I decided to do something with special effects; more specifically: Underwater rendering. Underwater rendering gives me an opportunity to make different effects that makes a nice scene when combined! The first effect I did were caustics. It’s not a real-time approach, but rather a projected texture that is animated. The result is still pretty convincing:

When and if time allows it, I will also create a real-time version based on an upper surface.

By |March 10th, 2013|Categories: Specialization|1 Comment