Basic Sky Rendering

Sky | Tuesday 28 October 2008 7:21 pm

There are three simple techniques to create a nice sky in a game.

  • Skybox: Good when the sky can be viewed from all directions. For example in a space game. It is basically a box with inverted faces.
  • Skydome: Probably the best choice when rendering outdoor scenes with terrain. For example a driving game. It is basically a half sphere (dome) with inverted faces.
  • Skyplane: Sometimes an option when rendering outdoor scenes and you should not be able to see the horizon. It is just a plane with the normal pointed down and a sky texture attached to it.

Information and tutorials about skyboxes:
http://www.toymaker.info/Games/html/skybox.html
http://www.gamasutra.com/features/19981023/bell_01.htm

Information and tutorials about skydomes:
http://www.spheregames.com/index.php?p=templates/pages/tutorials
http://www.riemers.net/eng/Tutorials/XNA/Csharp/Series4/Skydome.php
http://www.flipcode.com/archives/Sky_Domes.shtml

Please share:
  • Print this article!
  • Digg
  • Sphinn
  • del.icio.us
  • Facebook
  • Mixx
  • Google Bookmarks
  • Current
  • LinkedIn
  • Live
  • MySpace
  • Netvibes
  • StumbleUpon
  • Twitter
  • Reddit
  • Technorati
  • Yahoo! Bookmarks

Real-time Rendering of Complex Photorealistic Landscapes

Vegetation | Sunday 26 October 2008 2:25 am

A method that approximates the vegetation, in this case the trees, with billboards when viewed from far away. This seems to work like a more advanced impostor as it uses more than one billboard per tree/object. The image below shows to the right how the tree is split up into multiple billboards.

Tree Rendering with billboards

Link where you could find the paper:
http://graphics.uni-konstanz.de/publikationen/2005/hybrid_level_of_detail_approaches/Colditz%20et%20al.%20–%20Real-Time%20Rendering%20of%20Complex%20Photorealistic%20Landscapes%20Using%20Hybrid%20Level-of-Detail%20Approaches.pdf

Please share:
  • Print this article!
  • Digg
  • Sphinn
  • del.icio.us
  • Facebook
  • Mixx
  • Google Bookmarks
  • Current
  • LinkedIn
  • Live
  • MySpace
  • Netvibes
  • StumbleUpon
  • Twitter
  • Reddit
  • Technorati
  • Yahoo! Bookmarks

Procedural Approach to Animate Interactive Natural Sceneries

Vegetation | Saturday 18 October 2008 12:53 am

This algorithm for rendering grass allows user interaction with the grass which most other methods won’t. They call this interaction effect treading and it’s implemented as a scalar field which determines in which direction the individual grass straws should bend.

Interactive grass rendering

Link to the paper, more screenshots and movies
http://www-evasion.inrialpes.fr/Publications/2003/GPRFC03/

Please share:
  • Print this article!
  • Digg
  • Sphinn
  • del.icio.us
  • Facebook
  • Mixx
  • Google Bookmarks
  • Current
  • LinkedIn
  • Live
  • MySpace
  • Netvibes
  • StumbleUpon
  • Twitter
  • Reddit
  • Technorati
  • Yahoo! Bookmarks

Quadtree

Spatial Data Structure | Friday 17 October 2008 1:05 am

Nearly the same as a Octree but instead of dividing the space in cuboids in 3D it’s rectangles in 2D space. This is useful for rendering terrain and you want to cull a lot of the terrain fast.

Example of the creation of a quadtree

A visual demonstration of a quadtree used for fast collision detection:
http://lab.polygonal.de/2007/09/09/quadtree-demonstration/

Introduction to quadtrees and sample code:
http://www.gamedev.net/reference/programming/features/quadtrees/

More info about quadtrees, including source:
http://www.kyleschouviller.com/wsuxna/quadtree-source-included/

Please share:
  • Print this article!
  • Digg
  • Sphinn
  • del.icio.us
  • Facebook
  • Mixx
  • Google Bookmarks
  • Current
  • LinkedIn
  • Live
  • MySpace
  • Netvibes
  • StumbleUpon
  • Twitter
  • Reddit
  • Technorati
  • Yahoo! Bookmarks
« Previous PageNext Page »