Vehicle Visualisation with Dynamic Shadows and Reflections
The processes involved in creating a realistic computer generated image vary between the needs of thefinal product. The visualisation of vehicles in three-dimensional games has become that of producingthe most authentic and accurate images. There are very real limitations to the complexity of a scenewhen rendering in real-time like the requirements of interactivity.
The aim of this project is to designand create the visual system of a games engine, and/or other systems, implementing techniques thatenable for cinematic visuals often found in video games, comparable to images rendered in an offlineenvironment such as commercial software like 3ds Max.In this project we show that it is possible to use real-time techniques to accomplish high quality vehiclevisualisation. Techniques used were chosen to exemplify the possibilities in a real-time environmentand consisted of per-pixel lighting, cube mapping, shadow mapping with Percentage Closer Filtering andFrame Buffer Objects. We also show that realistic shadows can be produced with a the combination of PCF and distance variables based on positional lighting calculations.