Planet Renderer

Announcement: Starting this week, every sunday I will be writing a blog post about the progress of my graduation work.

The topic is researching and implementing the creation of a real time planet renderer, with the deadline at some point next January. This is a topic I have been wanting to approach for a while now, so I have been pushing to be allowed to implement this topic as my graduation work.

There are two fixed parts that are going to be implemented in this work, being the display of terrain on a sphere with different levels of detail, and atmospheric scattering on top of this. If there is extra time I will also look into topics such as ocean shaders, forrests or atmospheric effects such as clouds, rain etc.

Here is some inspiration I have collected:
https://www.youtube.com/watch?v=0I7Af2Ev5iQ
https://www.youtube.com/watch?v=aKvsd7I4VQA
https://www.youtube.com/watch?v=FnmWuCtxKw8
https://www.youtube.com/watch?v=6nasYOEFICk
https://www.youtube.com/watch?v=OiGADgezjC8
https://www.youtube.com/watch?v=0bQz5ugtfLY

The project will be implemented from scratch using OpenGl and C++.

The idea behind the blog is having a resource for people to follow the process of implementing such a project, especially those who intend to give it a try themselves.

I am already researching various LOD techniques, and will post about this next sunday.

Author: Leah Lindner

Hi, I'm a German–English game developer and render programmer based in Brighton, UK. Welcome to my website! I’ve been passionate about computer graphics ever since I discovered Blender in 2008, which led me to earning a BSc in Digital Arts and Entertainment and begin my game-dev career in 2017. Ever since, I’ve had the opportunity to work with international teams of all sizes on a wide range of projects, from small prototypes to large AAA productions. I’m a broadly creative person with a strong eye for technical detail. I love learning how things work and creating visually compelling experiences, and particularly enjoy graphics programming because it combines both engineering and artistic challenges. My experience with diverse tools and pipelines enables me to build systems from scratch, as well as contribute effectively to existing projects. If you’re interested in collaborating, please don’t hesitate to reach out!

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