Monthly Archives: June 2011

I’ll make it smoke!

15 Points!

After hours spend on research and readings great publications like: GPU Gems, Coder Mind or Philip Rideout’s, Miles Macklin’s blogs aim of my Honours Project gets clearer and clearer.

I want to create simple Smoke Effect.

“Particle effects like smoke, fire and foam can be efficiently rendered without using hacks. Voxels are also being used by some big Hollywood special effects studio’s to render hair, fur and grass. ” – quote from Ray Tracey’s Blog

All important calculation will be proceed on GPU – I will do my best – using GLSL.

After couple hours spend on learning GLSL I have got that:

Bonsai - Raytracked

Loads of artefacts, however it is not so bad for just couple hours.

Next step will be to implement Perlin noise to get echo – base for my particles.

21/06/11 Update:

Perlin noise implemented.

Cube ‘n’ Cubes

Cube, Texture, Normals n Light

Over the weekend I have managed to do a bit for my Voxel Engine – well now it will be more like minecraft but hey I am still learning.

Boxes are connected by manager to Entity, Material manager improves performance.

The idea is simple each object is based on bunch of cubes, terrain is based on bunch of objects, that should allows me to implement octree pretty easily.. I hope.

Bonsai v0.2

256x256x256 8 - 9 FPS.. Need Optimisation already...

After hours spent on struggling with the VBO’s and GLSL I have managed to draw my first voxel based model.. the bonsai tree *fanfare*.
File loading time and processing takes about 20seconds, 8.3 FPS without culling or optimisation.. primitive brute force.. get all the points process them through marching cubes algorithm and then draw on the screen.. barbarity I know. but I had to start somehow.
Camera system allow to move around which is kind a nice..

Good night.