Showing posts with label OpenGL. Show all posts
Showing posts with label OpenGL. Show all posts

Friday, May 3, 2013

Photo-tropism simulation using Open-L Systems

As a part of my term project for the Simulation of Biological Systems class - Spring 2013, I implemented an L System based tree growth simulation system that tries to simulate photo-tropism in plants.


Saturday, July 30, 2011

Real time continuous LOD rendering of height fields: Part I: Bootstrapping

The following set of posts will be aimed at chronicling my stab at implementing the paper on Real time continuous level of detail rendering of height fields (Peter Lindstrom, et all).

Wednesday, September 2, 2009

Atmospheric Scattering and Aerial Perspective

Fourth post in a day...phew...bear with me...this is the last...no way am I going to be posting this frequently from this post on...the starting posts are more of a clear out in that I'm posting stuff that I've worked on in the two/three months that I was free...from here on, the updates (if there will be any :)), will be at a much slower pace...nyways enough of the rant :)

Game in a Day: Ladders and Ladders

I tried my hand at hacking up a game in a day...and decided that the game is to be ladders and ladders :P - well its derived from snakes and ladders, but having green ladders to move up and red to slide down...it was not a bad attempt imhbbo (in my humble but biased opinion)...everything else aside, just the feeling of creating something reasonably complete is quite exhilarating.

Particle Effects


Inspired by SPARK (http://spark.developpez.com/), I tried to create some sort of a particle engine...well not an engine per-say...more of a collection of some particle effects (blame my poor design skills :P)

Procedural Landscape Generation

A first blog post needs to excite the reader (even if no more post follow subsequently :P), so I might as well put in first the project that I have spent the most time working on.