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This story of the Geist3D graphics engine and development studio.
I have been busy finalizing the rendering pipeline of Geist3D, including HDR, Bloom, SSAO etc. I am really glad now that I have created a development environment alongside the graphics engine right from the get go. The inbuilt GLSL editor and the scripting capabilities helped to streamline the deve…
I am beginning to finalize the lighting model for Geist3D. With more powerful graphics hardware coming online all the time it is becoming feasible to perform more rendering passes to compute realistic effects such as shadow maps or deferred lighting. For now, I will try to do everything in one pass…
I think it's about time for an update! I have been working on a few things here and there. But before I go into details here are some of the latest screenshots. You can find fullsize images and additional youtube videos in the Geist3D gallery.
The planets really need a cloud cover ... It's in the p…
The planets really need a cloud cover ... It's in the p…
Today, I will to talk a little bit about covering a planet surface with trees. I actually did this work a while ago, but instead of reporting my progress on networking, I decided to change the topic. The networking infrastructure is progressing well though, and I will talk about that soon.
I had to…
I had to…
I am trying to keep up with my journal as much as I can. For the most part though, I find myself reporting more on overall progress rather than technical details like some of the others do. However, some of the details, especially relating to shading programs can be found in the download of the Gei…
I have found some time to improve the planet rendering engine again. Most importantly, the noise function that generates the surface is now much faster than before. I have basically incorporated many of the enhancements to the improved Perlin noise which are posted all over the web, and on this sit…
It has been a while again! I was hoping to do better than 4 posts a year. Maybe next year... Lately, I have been busy working on the editor. Among minor bug fixes, I have also improved the syntax-highlighting for the GLSL and Lua source code editors and added debugging capabilities to the point tha…
I am finally getting around to writing another entry. I hoped that I would post more frequently but I guess this is the best I can do for now. Recently, I have been busy improving the terrain rendering engine of Geist3D for a research project to model costal surveillance scenarios. The most interes…
As promised, today I will talk a little bit about tessellating an entire planet. The concept is actually quite simple:
Subdivide each face of a cube into four quads and push the new vertices onto the surface of the sphere. Continue this process for every new quad and you will generate a set of pat…
Subdivide each face of a cube into four quads and push the new vertices onto the surface of the sphere. Continue this process for every new quad and you will generate a set of pat…
I was going to talk about planet rendering today, but since I have worked on 3D manipulators and navigation for the past couple of days, I decided to cover this topic while it's still fresh in my mind. The term Manipulator, which I believe was first coined in the OpenInventor library, refers to an …
The first entry of my development journal is finally being written. I having been wanting to do this for the past five years, and now there is a lot of catching up to do. This journal will basically retrace the development challenges of the Geist3D graphics engine and development studio. I began wo…
Well, the first entry of my development journal is finnally being written. I having been wanting to start one for the past five years, and now there is a lot of catching up to do. This journal will basically retrace the development challenges of the Geist3D graphics engine and development studio. I…
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