• Normal Shader showing four viewports
  • Blur Shader
  • Motion Blur Shader (Observe the rings)
  • Sepia Tone Shader
  • Sobel Edge Detection
  • Scharr Edge Detection
  • Multiple cameras and shaders simulatenously
  • Dissolve Shader
  • The four camera split view of the sun.
  • Edge detection enabled
  • gDebugger metrics for ( 1920*1080 with No Anti-Aliasing )
  • gDebugger metrics for ( 800*600 with No Anti-Aliasing )

OpenGl - Solar System Demo

Created a graphics demo using OpenGl for the Intro to Graphics module.

For the design of the demo I decided to experiment with multiple cameras as well as multiple shader effects on each of these cameras. The scene is a (roughly) to scale model of our solar system with each planet having its own approximate orbital pattern. The sun is sadly not to scale but everything else is.

This project implemented many techniques, primarily texture mapping, different shader techniques (edge detection, sharpen, blur, sepia), heightmaps, multiple cameras as aswell as different camera controls. I also implemented noise and texture generation to and combined this with multi-threading so that the texture could be generated and applied in real time repeatedly without affecting the performance of the application. This can be seen with the changing texture on the heightmap.

Project Details:

  • Visual Studio 2010
  • C++
  • OpenGl
  • GLM

Video Link

Github Repo

Demo exe