PROJECT 2 - GPU Programming - Spring 2006

THEME - Ancient Egyptian Frescos..

 

ARUNAN RABINDRAN

 

This is the link to my source code..

www2.uic.edu/~arabin2/pool.tar.gz

Readme   

 

Screens

 

First I planned on implementing the technique which Yann Lombard describes in the gamedev.net website. The article describes a technique in which the reflection of the scene that is rendered to a texture is projectively textured on the water mesh. It took me a lot of time to figure out FBOs... and I could not get the render-to-texture to work properly..

 

So, I thought of using the bump mapping technique on the water.. I used a normal map generated by the GIMP normalmap plugin. And also a dudv map generated by the same plugin. I could not get to the parts of rendering the reflections / refractions to a texture and then processing them in the fragment shader. So, my shader just has a multi-textured mesh of the perturbed water (I used sum of sines in the vertex shader) with the normal and dudv maps.. so.. it looks ,.. well.. you can see it..

 

The other shader that I used on the object in the middle is another bump mapped shader. I generated the normal map from an image I downloaded from www.allposters.com on Egyptian hieoroglyphics..  The water mesh and the 4 walls surrounding the scene were modeled in Wings3D for linux. The OBJ files were loaded into the scene using Bob's obj.[ch], Object Loader.. < www.evl.uic.edu/rlk/obj/obj.html >.