Making World Planet Simulation By Gustav Olsson. Project Goals  Render a planet with terrain  Terrain  Atmospheric scattering in real time  Water.

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Presentation transcript:

Making World Planet Simulation By Gustav Olsson

Project Goals  Render a planet with terrain  Terrain  Atmospheric scattering in real time  Water

Level of detail  Level of deatil on flat ground  Cube to Sphere  Formula

Level of detail  Level of deatil on flat ground  Cube to Sphere  Formula  Chunk with 256 quads  Children

 Making the terrain possible  Parameters to generate random number  Amplitude, Frequency, Persistence and Octaves  Frequency = 2 i  Amplitude = Persistence i Perlin Noise

Atmospheric Scattering Rayliegh Scattering and Mie Scattering Small particals in the air, scatter light more heavily at shorter wavelenghts Larger particals in the air, scatter all wavelenghts of light equally

 A planet with terrain Results

 Terrain with blending textures Results

 Good looking Atmosphere  Day and night cycle Results

 Good looking Atmosphere  Day and night cycle  Results

 Good looking Atmosphere  Day and night cycle  Results

 Good looking Atmosphere  Day and night cycle Results

 Good looking Atmosphere  Day and night cycle Results

 Bad implemented level of detail  High Frame drop  Qt do not like release Problems

 Reworked level of detail  Use glew Solutions

 Time estimation is hard and requires practice  Not a one man project  Fun project with okey results  Many improvements can be made Evalution

Show Demo

Questions?