Coursework for the module Advanced Rendering and AI for Games of the MSc Games Programming at the University of Hull. The project was developed in 1 month.
The aim of the assignment was to take advantage of modern programmable GPUs to design and implement graphics effects to create a virtual deep ocean simulation. We were required to write various special visual effects as a set of shaders in HLSL and display them in RenderMonkey.
The variety of shapes, appearances and behaviours of artiﬁcial ocean creatures had to be achieved mainly by writing a set of shaders using certain well established computer graphics techniques, rather than by loading different geometric models.
- Phong shading with different lights (the Sun light direction and the spot light of the exploration tank)
- Cube mapping and fog for the environment
- Parallax mapping on the models
- Localized and soft-localized transformations to convert teapots and spheres in different models
- Reflection for the exploration tank’s glass
- Particle system for the shoal of fish
- Synchronized movements