The user finds herself/himself in a medieval dark room and can barely identify the objects around him/her. Suddenly torches catch fire as if by ghost hand. He/She takes a look around the room and sees different things moving: A chair that is moving forward, chess figure starting moving (Fool's Mate), torches move to an upright position and paintings falling down. All ends with the wardrobe falling on the user.
Medieval room with torches on fire, knight armors, chairs with chess desk, stone walls, paintings and closet.
Key(s) | control |
---|---|
F1 | Help / Show Controls |
F2 | Frame Time on/off |
+/- | Ambient Light up/down |
Page up/Page down/Pos1 | Speed up/down/reset (The speed of the sound is not changed. Therefore it gets out of sync) |
C | Debug Mode on/off |
ESC | Quit |
Key(s) | control |
---|---|
F3 | Wire Frame on/off |
F4 | Textur-Sampling-Quality: Nearest Neighbor/Bilinear |
F5 | Mip Mapping-Quality: Off/Nearest Neighbor/Linear |
F6 | Viewfrustum-Culling on/off |
F7 | Normal Mapping on/off |
F8 | Fire and Shadows 1 on/off |
F9 | Fire and Shadows 2 on/off |
F10 | Bloom on/off |
F11 | Light Shafts on/off |
W, ARROW UP | Accelerate |
S, ARROW DOWN | Decelerate/Backwards |
A, ARROW LEFT, MOUSE DRAG RIGHT | Pan left |
D, ARROW RIGHT, MOUSE DRAG LEFT | Pan right |
Q | Go down |
E | Go up |
MOUSE DRAG UP | Camera down |
MOUSE DRAG DOWN | Camera up |
Implemented:
- Bling-Phong illumination model
- Loading all models with textures
- We perform view frustum culling.
- Debug camera (Controls see above)
- Automatic Camera Movement: The Camera is moving along a predefined Cubic Hermite Spline
- All Effects (See below)
- Direction shadows with PCF (from the sun)
- The Direction shadows can be seen at the floor. They represent the light of the sunn falling in through the Window.
- https://learnopengl.com/Advanced-Lighting/Shadows/Shadow-Mapping
- Bloom (Bright Window)
- In the scene the Bloom effect is used in the Windows to simulate that it is very bright outside. This effect extracts the brightest parts of the image, blurs them in an extra shader and in a final step adds them to the original image.
- http://learnopengl.com/#!Advanced-Lighting/Bloom
- Fire (Particle Effect)
- The Fire is realized using Particle Billboards for drawing and Compute Shaders for position updates.
- Revision Course Slides: Compute Shaders (2018W)
- Revision Course Slides: Particle Systems (2018W)
- Omnidirectional Shadows
- The Omnidirectional Shadows are the Shadows of Torches. They are “flickering” because the intensity of the fire is irregular.
- Revision Course Slides: Omnidirectional Shadows (2018W)
- Normal/Bump Mapping (Wall)
- The Normal Mapping can be seen on the walls. It makes texture look more like 2D
- Lecture Slides: Shading (2018W)
- http://www.opengl-tutorial.org/intermediate-tutorials/tutorial-13-normal-mapping/
- Volumetric Lighting (Light Rays from Sun)
- Volumetric Lighting is visible as the light shafts falling in through the windows.
- Revision Course Slides: Volumetric Lighting (2018W)
- Windows 10
- OpenGL 3.3 Core Profile
- NVIDIA GTX 1060
- Visual Studios 2013
- Blender: https://www.blender.org/
- HitFilm Express: https://fxhome.com/express
- Assimp: http://www.assimp.org/
- FreeImage: http://freeimage.sourceforge.net/
- Glew: http://glew.sourceforge.net/install.html
- PhysX: https://developer.nvidia.com/physx-sdk
- fmod: https://www.fmod.com/
- Chessboard with figures: https://free3d.com/3d-model/chess-table-18114.html
- Chest of drawers: https://www.turbosquid.com/3d-models/free-sideboard-3d-model/558818
- Frame: https://free3d.com/3d-model/frame-75994.html
- Knight1 and Knight2: https://free3d.com/3d-model/knight-84265.html
- Door: https://free3d.com/3d-model/medieval-door-16986.html
- Torches: https://www.yobi3d.com/q/3d-models-fire-torch
- Wardrobe: https://www.turbosquid.com/3d-models/classic-wardrobe-unwrap-model-1288182
- Chairs: https://www.turbosquid.com/3d-models/free-wooden-chair-3d-model/791045
- Table: https://free3d.com/3d-model/round-table-928375.html
- Walls of Room: Stone(1)01 from Total_Textures_V1
- Ceiling of Room: Wood(2)09 from Total_Textures_V1
- Floor of Room: Wood(2)10 from Total_Textures_V1
- Framed Image: https://dermeister.at/evilmaster01.jpg
- Spooky Music Instrumental - Ravensbrook: https://www.youtube.com/watch?v=H9D8fAC6CoU
- Sound Effects: https://freesound.org
https://www.cg.tuwien.ac.at/courses/Realtime/HallOfFame/2018/video/video-Gruppe37.mp4 https://www.youtube.com/watch?v=PviFPovpmiA
This project was created for the course Real Time Rendering at the TU Wien. (Hall of Fame)