June 1, 2009

Destructible Environments and SSAO

Filed under: Development — Tags: , , , , , , — Jason @ 2:14 pm

So, I’ve graduated, and with that come the [end] of my computer graphics quarter-long projects. To recap, my honors capstone project was to create a fully destructible terrain engine using BSP tree merging. Then, the Computer Graphics 2 project was to implement Screen Space Ambient Occlusion in addition to indirect lighting, or real time (fake) global illumination using GLSL shaders. I’m fairly happy with the progress I made, but will continue to work until they are fully optimized and useable by the gaming community. I’d like to release both as open source goodies should anyone be interested in using my progress in their own projects.

    

You can get the demo/source code from my portfolio here:
http://ambitiouspagoda.com/portfolio/

Then, be sure to check out the wiki project pages:

Destructible Environment engine - http://ambitiouspagoda.com/wiki/Destructible_3D_Environments
SSAO and SSIL - http://ambitiouspagoda.com/wiki/Screen_Space_Dynamic_Lighting

Now I just have to work on getting a job doing this stuff so that I’m not a big shlub all summer :)

March 22, 2009

Destructible 3D Environments

So I’ve been working on my honors capstone project steadily for the past 2 weeks. I’m trying to achieve a destructible environment game engine using BSP tree merging techniques, hypertextures and hopefully GPU acceleration via geometry shaders. So far the BSP works just fine, and I’m about to dive into some merging routines. Check out the progress here:

http://ambitiouspagoda.com/wiki/Destructible_3D_Environments

While your at it, you can see the progress Kent and I are making on the Ray tracer for Computer Graphics II here:

http://ambitiouspagoda.com/wiki/Ray_tracer