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Description: 海水地形模拟程序,用了多重纹理映射方法,真实感强-water terrain simulation program with multiple texture mapping, realistic -
Platform: |
Size: 2277352 |
Author: 孙烁 |
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Description: 国外程序员编写的基于OpenGL的3D地形引擎。
errain Engine
I started working on a terrain engine around October 2000.
I was deeply moved by screenshots from black and white :)
My intention and main goal was to create something visually stunning.
This meant writing a terrain texture-generator, and working hard to find good textures and blending modes.
The outcome is an engine that hold a (supposedly) 1km by 1km piece of terrain with very high accuracy.
There is no triangle-cutting algorithm employed, simple brute-force. I use a large terrain texture and
a tiling detail texture. There s a skybox and the terrain reflects on the water.
I used OpenGL for this one, employing the OGLC skeleton to avoid most of the opengl-win32 business.
You can move through this world using descent keys (a,z, keypad). use w to switch to wire-frame and d to render without the detail texture.-foreign programmers prepared by the OpenGL-based 3D terrain engine. Errain Engine I started working on a terrain eng stimulant around October 2000. I was deeply moved by sc reenshots from black and white : ) My intention and main goal was to create someth ing visually stunning. This meant writing a ter rain texture-generator, and working hard to find good blend textures and ing modes. The outcome is an engine that hold a ('s upposedly) 1km by 1km piece of terrain with very high accuracy. There is no triangle-cutting al gorithm employed. simple brute-force. I use a large terrain textu 're a tiling detail and texture. There's a skybox a nd the terrain reflects on the water. I used Open GL for this one. employing the OGLC skeleton to avoid most of the opengl - win32 business. You
Platform: |
Size: 1557023 |
Author: 郭剑 |
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Description: 本程序为一个非真实渲染的DEMO以非真实渲染(none-photorealistic rendering)风格,对户外场景进行着色的技术。在2003年秋天的Beyond3D/ATI shader compititon中,Shaderey程序最先使用了这些技术来进行渲染。在Shaderey的户外场景中,包含了地形,云,树木,房屋,天空顶,以及湖水.-the procedures for a non-realistic rendering of the DEMO non-realistic rendering (none-photorea listic rendering) style of outdoor scenes for coloring technology. In the autumn of 2003 compititon Beyond3D/ATI shader, Shaderey procedures first used these techniques for rendering. Shaderey in the outdoor scenes, including the terrain, clouds, trees, houses, sky roof, and water.
Platform: |
Size: 3242747 |
Author: 张锐 |
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Description: 海水地形模拟程序,用了多重纹理映射方法,真实感强-water terrain simulation program with multiple texture mapping, realistic-
Platform: |
Size: 2749440 |
Author: 孙烁 |
Hits:
Description: 国外程序员编写的基于OpenGL的3D地形引擎。
errain Engine
I started working on a terrain engine around October 2000.
I was deeply moved by screenshots from black and white :)
My intention and main goal was to create something visually stunning.
This meant writing a terrain texture-generator, and working hard to find good textures and blending modes.
The outcome is an engine that hold a (supposedly) 1km by 1km piece of terrain with very high accuracy.
There is no triangle-cutting algorithm employed, simple brute-force. I use a large terrain texture and
a tiling detail texture. There s a skybox and the terrain reflects on the water.
I used OpenGL for this one, employing the OGLC skeleton to avoid most of the opengl-win32 business.
You can move through this world using descent keys (a,z, keypad). use w to switch to wire-frame and d to render without the detail texture.-foreign programmers prepared by the OpenGL-based 3D terrain engine. Errain Engine I started working on a terrain eng stimulant around October 2000. I was deeply moved by sc reenshots from black and white : ) My intention and main goal was to create someth ing visually stunning. This meant writing a ter rain texture-generator, and working hard to find good blend textures and ing modes. The outcome is an engine that hold a ('s upposedly) 1km by 1km piece of terrain with very high accuracy. There is no triangle-cutting al gorithm employed. simple brute-force. I use a large terrain textu 're a tiling detail and texture. There's a skybox a nd the terrain reflects on the water. I used Open GL for this one. employing the OGLC skeleton to avoid most of the opengl- win32 business. You
Platform: |
Size: 1556480 |
Author: 郭剑 |
Hits:
Description: 本程序为一个非真实渲染的DEMO以非真实渲染(none-photorealistic rendering)风格,对户外场景进行着色的技术。在2003年秋天的Beyond3D/ATI shader compititon中,Shaderey程序最先使用了这些技术来进行渲染。在Shaderey的户外场景中,包含了地形,云,树木,房屋,天空顶,以及湖水.-the procedures for a non-realistic rendering of the DEMO non-realistic rendering (none-photorea listic rendering) style of outdoor scenes for coloring technology. In the autumn of 2003 compititon Beyond3D/ATI shader, Shaderey procedures first used these techniques for rendering. Shaderey in the outdoor scenes, including the terrain, clouds, trees, houses, sky roof, and water.
Platform: |
Size: 3241984 |
Author: |
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Description: 这个程序使用了大量OpenGL高级特效技术以产生出室外自然景观的真实感效果。
场景中有轻风吹拂绿草、在水面上产生涟漪、倒影、天空云动、地形等等。-This program uses a lot of OpenGL high-level special effects technology to produce outdoor-photorealistic effects of the natural landscape. Scene has the wind blowing grass, produce ripples in the water, reflection, sky clouds moving, terrain and so on.
Platform: |
Size: 1763328 |
Author: 刘忠途 |
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Description: 这个是一个OpenGL绘制地形的例子,里面包含了shader使用shader绘制水面,等技术,希望对大家有做帮助-This is an example of OpenGL rendering terrain, which contains the shader using shader rendering surface, such as technology, in the hope that everyone has to do to help
Platform: |
Size: 2612224 |
Author: zlt |
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Description: 这是一个地形的源码,里面实现了流水,天空,云飘,和高低起伏的山峦-This is a terrain source, which has running water, sky, cloud drift, and low hills
Platform: |
Size: 166912 |
Author: 武恒 |
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Description: 主要利用MFC和OPENGL所開發的CODE,內容有5個FILE,包含3D地形模擬,星空模擬,水的波動,爆炸效果,霓虹效果模擬-The main use of MFC and OPENGL developed CODE, the content has 5 FILE, includes 3D terrain simulation, the Star simulation, water fluctuations, explosion effects, the effect of simulated neon
Platform: |
Size: 6067200 |
Author: alvin |
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Description: 《日本水理公式例题集》例题2-8源程序
一般坐标的河道水流计算
利用给定的河道地形数据和水位、流量历时变化数据计算平面二维非恒定流动-" Japan, the rationale for the formula of water Example Set" Example 2-8 source of the river flow in general coordinates calculated using the given data and river water level terrain, changes in data flow which lasted two-dimensional unsteady flow
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Size: 352256 |
Author: 魏兴 |
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Description: 飞行漫游:包括地形 天空 水的渲染等等
鸽子工作室的-Roaming flight: including terrain rendering water sky
Platform: |
Size: 2325504 |
Author: 达内 |
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Description: 一本书的3D地形WATER的源码
很有参考价值-A book of the 3D terrain WATER valuable source
Platform: |
Size: 28745728 |
Author: lzp |
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Description: 一个VC++下的opengl地形,水波,天空系统
特别是采用灰度图片作为高度信息来构造地形。-A VC++ under the opengl terrain, water, sky system, particularly the use of gray-scale image as a high degree of information to construct the terrain.
Platform: |
Size: 852992 |
Author: sodu |
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Description: 高程纹理地形,高山,水,可以用鼠标转动画面-Elevation texture terrain, mountains, water, you can rotate the screen with the mouse
Platform: |
Size: 126976 |
Author: 周浩 |
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Description: It s the version 0.3 of my project for my school. There are a terrain generated by a Height map, and a skyBox and water with reflexion.
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Size: 8444928 |
Author: inconnu259 |
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Description: 01_B 三维基础
B00 框架--简单框架
B01 框架--DXUT框架
02_S 三维场景
S00 室内--BSP结构场景
S10 室外--基本高度图地形
S13 室外—城市场景管理
S21 水体--基于实时反射的水
03_N 环境特效
N00 光影--闪电效果
N03 光影--实时阴影
N11 天气--蓝天白云
N15 天气--小雨飘飘
N17 天气--小雪飘飘
04_M 模型处理
M10 人物--模型动画
05_A 人工智能
A00 寻路--A *算法
07_C 观察视口
C01 视野--自动漫游
C10 镜头--反光镜效
08_U 用户界面
U00 输入--文字输入
09_O 其他模块
O06 特效--粒子系统
O07 特效--钻石效果
-01_B three-dimensional basis
B00 frame- a simple framework
B01 Framework- DXUT framework
02_S three-dimensional scene
S00 Interior- BSP structure of the scene
S10 Outdoor- basic height map terrain
S13 Outdoor- City Scene Management
S21 water- the water based on real-time reflection
03_N environmental effects
N00 Light- Lightning Effect
N03 Light- Real-time shadows
N11 weather- blue sky
N15 weather- rain Durian
N17 weather- small Xue Piaopiao
04_M model processing
M10 People- model animation
05_A Artificial Intelligence
A00 Wayfinding- A* Algorithm
07_C observation viewport
C01 horizons- Automatic Roaming
C10 Lens- Mirror effect
08_U user interface
U00 Input- text input
09_O other modules
O06 effects- particle systems
O07 Effects- Diamond effect
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Size: 10926080 |
Author: hankcs |
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Description: 水的模拟,地形LOD,容积光,OPENGL-Terrain LOD,Water Simulation,Volumetric Light,OpenGL
Platform: |
Size: 15383552 |
Author: pzr |
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Description: 用OPGL实现的渲染地形一.2个地形生成算法
二.地形上的纹理
三.四叉树LOD渲染地形
四.相机剪裁地形
五.天空盒
六.简单海水
七.广告牌
八.光晕
九.地形场景物体与BVH
十.阴影体
十一.碰撞
十二.无限地形-Terrain rendering with OPGL achieve a .2 a terrain generation algorithm 2. Three terrain texture. Quadtree LOD terrain rendering four. Five cameras cut terrain. Sky Box 6. Simple water 7. Eight billboards. Halo 9. BVH 10 objects and terrain. Shadow body 11. Collision 12. Infinite terrain
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Size: 3115008 |
Author: 小轩 |
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Description: 计算机图形学 openGL 中的图像处理 一个可以动视角观看的水上平面-Computer graphics, image processing openGL in a perspective view of the water can move the plane
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Size: 1988608 |
Author: 颜庭岩 |
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