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, you are looking at the portfolio of a German-English game developer with a focus on graphics programming. I love finding out how things work and visualizing them in a creative way using computer technology. I first became interested in computer graphics when I started creating 3D art using Blender in 2008. After majoring in programming at secondary school and also teaching myself digital painting, I moved to Belgium to take a Bachelor in Digital Arts and Entertainment. Following work on projects in both film and video games, I have increasingly focused on graphics programming, and moved to Brighton to work as a GameDev at Electric Square.

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