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Haunted Castle

Story

The user finds herself/himself in a medieval dark room and can barely identify the objects around him/her. Suddenly torches catch fire as if by ghost hand. He/She takes a look around the room and sees different things moving: A chair that is moving forward, chess figure starting moving (Fool's Mate), torches move to an upright position and paintings falling down. All ends with the wardrobe falling on the user.

Scene

Medieval room with torches on fire, knight armors, chairs with chess desk, stone walls, paintings and closet. overview2

overview3

CONTROLS

ALWAYS AVAILABLE

Key(s) control
F1 Help / Show Controls
F2 Frame Time on/off
+/- Ambient Light up/down
Page up/Page down/Pos1 Speed up/down/reset (The speed of the sound is not changed. Therefore it gets out of sync)
C Debug Mode on/off
ESC Quit

JUST IN DEBUG MODE

Key(s) control
F3 Wire Frame on/off
F4 Textur-Sampling-Quality: Nearest Neighbor/Bilinear
F5 Mip Mapping-Quality: Off/Nearest Neighbor/Linear
F6 Viewfrustum-Culling on/off
F7 Normal Mapping on/off
F8 Fire and Shadows 1 on/off
F9 Fire and Shadows 2 on/off
F10 Bloom on/off
F11 Light Shafts on/off
W, ARROW UP Accelerate
S, ARROW DOWN Decelerate/Backwards
A, ARROW LEFT, MOUSE DRAG RIGHT Pan left
D, ARROW RIGHT, MOUSE DRAG LEFT Pan right
Q Go down
E Go up
MOUSE DRAG UP Camera down
MOUSE DRAG DOWN Camera up

DEVELOPMENT STATUS

Implemented:

EFFECTS

DirectionShadows

  • Bloom (Bright Window)
    • In the scene the Bloom effect is used in the Windows to simulate that it is very bright outside. This effect extracts the brightest parts of the image, blurs them in an extra shader and in a final step adds them to the original image. 
    • http://learnopengl.com/#!Advanced-Lighting/Bloom

Bloom

  • Fire (Particle Effect)
    • The Fire is realized using Particle Billboards for drawing and Compute Shaders for position updates.
    • Revision Course Slides: Compute Shaders (2018W)
    • Revision Course Slides: Particle Systems (2018W)

Fire

  • Omnidirectional Shadows
    • The Omnidirectional Shadows are the Shadows of Torches. They are “flickering” because the intensity of the fire is irregular.
    • Revision Course Slides: Omnidirectional Shadows (2018W)

OmnidirectionalShadows

BumpMapping

  • Volumetric Lighting (Light Rays from Sun)
    • Volumetric Lighting is visible as the light shafts falling in through the windows.
    • Revision Course Slides: Volumetric Lighting (2018W)

VolumetricLighting

IMPLEMENTATION DETAILS

Requirements

  • Windows 10
  • OpenGL 3.3 Core Profile
  • NVIDIA GTX 1060

Tools

Libraries used

Models

Additional Textures

  • Walls of Room: Stone(1)01 from Total_Textures_V1
  • Ceiling of Room: Wood(2)09 from Total_Textures_V1
  • Floor of Room: Wood(2)10 from Total_Textures_V1
  • Framed Image: https://dermeister.at/evilmaster01.jpg

Music

VIDEO

https://www.cg.tuwien.ac.at/courses/Realtime/HallOfFame/2018/video/video-Gruppe37.mp4 https://www.youtube.com/watch?v=PviFPovpmiA

Acknowledgment

This project was created for the course Real Time Rendering at the TU Wien. (Hall of Fame)

Authors

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