They are listed in no particular order. Some of these projects a on-going, some are never ending, while others have been completed. Some of these are very old but have been left here due to the number of people who still reference them.
The above terrain was read in from a height map, generated from a DEM file. The shadows/lighting were added
at load time, cutting down the run-time costs. A simple desert texture is applied and a sky dome was added.
A Renderman procedural shader running in real-time, displaying the legendary Pixar beach ball,
shaded on the Nvidia Shaderball!
A section of DEM terrain, which uses 16% of the original vertices while still maintaining feature definition.
ROAM tessellation - Looking up a mountain in the upper right corner. Eye point and view frustum displayed
as overlays.
Chagrin River Valley - Cleveland, Ohio DEM file rendered using fragment programs and horizon mapping.
Red contours with a blue triangular mesh generated by the lofting algorithm. Notice the difference in the sizes, and number of segments that make up each contour.
Quad strips generated from a DEM file. No special assumptions made, the loader just dumped quads
into the strip engine then let it find the nice long full terrain wide strips. Alternating colors
are used to show the different strips.
Demo of a 3 jointed arm. The blue circle shows the maximum reach of the arm, and the yellow cross hair is
the target point. The graph at the bottom is of the joint angles interpolated over time.