Tag Archives: Gaming

Cinder Deferred Renderer

Cinder application for deferred rendering experiments (lighing, shadow mapping, SSAO), available on Github at https://github.com/arisona/cinder_deferred_renderer

Forked from original code by Anthony Scavarelli anthony.scavarelli@gmail.com at https://github.com/PlumCantaloupe/Cinder-Deferred-Renderer

Thanks to Anthony and the contributors his code is based on.

Original code ported to c++11 and optimized / fixed a couple of things, plus some new features/controls.

This code is based on a deferred renderer for point lights and screen space ambient occlusion (SSAO), including shadow mapping.

Lecture notes on Deferred Rendering and Shadows

In relation to above example code, the following lecture notes are available for download here:

Deferred Rendering (deferred_rendering_131113.pdf)
Shadow Rendering (shadow_rendering_131113.pdf)

Esri CityEngine – 3D City Modeling for Architecture, Film, and Games

Esri CityEngine, is a 3D modeling software application developed by Esri R&D Center Zurich (formerly Procedural Inc.) and is specialized in the generation of three dimensional urban environments. With the procedural modeling approach, CityEngine enables the efficient creation of detailed large-scale 3D city models with merely a few clicks of the mouse instead of the time exhaustive & work intensive method of object creation & manual placement. CityEngine works with architectural object placement & arrangement in the same manner that VUE manages terrain, ecosystems & atmosphere mapping & is equally as diverse in its ability of object manipulation & environmantal conformity/harmony as its VUE counterpart. The recent acquisition of CityEngine by Esri is aiming to push the innovations in 3D GIS and Geodesign technology (from Wikipedia). Continue reading