Visual breakdown of the rendering techniques for my project Generating Utopia (vimeo.com/74066023)
This is a visualization completely made with Processing, running in realtime – OpenGL only, no post-processing.
In that order:
» 3d-terrain model generated and kept updated by a dynamic heightmap
» satellite texture fit by geocoords (data source: Bayerische Vermessungsverwaltung – geodaten.bayern.de)
» Terrain normal map and lighting (computed in shader)
» Buildings with satellite texture applied
» Depth-of-Field post-processing shader applied
» Lightscatter pass for sun shaft effect
» Corona pass for sun flare
More info on the project: andsynchrony.net/projects/generating-utopia/
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