Skip to content
Open
Show file tree
Hide file tree
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension


Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
39 changes: 39 additions & 0 deletions .github/workflows/build-and-deploy.yml
Original file line number Diff line number Diff line change
@@ -0,0 +1,39 @@


name: Build and Deploy
on:
push:
branches:
- master
jobs:
build-and-deploy:
runs-on: ubuntu-latest
steps:
- name: Checkout 🛎️
uses: actions/[email protected]
with:
persist-credentials: false

- uses: actions/setup-node@v2-beta
with:
node-version: "15.x"

- uses: actions/cache@v2
with:
# npm cache files are stored in `~/.npm` on Linux/macOS
path: ~/.npm
key: ${{ runner.os }}-build-${{ hashFiles('**/package-lock.json') }}

- name: Install and Build 🔧
run: |
npm ci
export NODE_ENV=production
npm run-script build
touch dist/.nojekyll
- name: Deploy 🚀
uses: JamesIves/[email protected]
with:
GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }}
BRANCH: gh-pages
FOLDER: dist
CLEAN: true
64 changes: 64 additions & 0 deletions .gitignore
Original file line number Diff line number Diff line change
@@ -0,0 +1,64 @@
# Logs
logs
*.log
npm-debug.log*
yarn-debug.log*
yarn-error.log*

# Runtime data
pids
*.pid
*.seed
*.pid.lock

# Directory for instrumented libs generated by jscoverage/JSCover
lib-cov

# Coverage directory used by tools like istanbul
coverage

# nyc test coverage
.nyc_output

# Grunt intermediate storage (http://gruntjs.com/creating-plugins#storing-task-files)
.grunt

# Bower dependency directory (https://bower.io/)
bower_components

# node-waf configuration
.lock-wscript

# Compiled binary addons (https://nodejs.org/api/addons.html)
build/Release

# Dependency directories
node_modules/
jspm_packages/

# Typescript v1 declaration files
typings/

# Optional npm cache directory
.npm

# Optional eslint cache
.eslintcache

# Optional REPL history
.node_repl_history

# Output of 'npm pack'
*.tgz

# Yarn Integrity file
.yarn-integrity

# dotenv environment variables file
.env

# next.js build output
.next

dist/bundle.js
dist/bundle.js.map
Binary file added 1.gif
Loading
Sorry, something went wrong. Reload?
Sorry, we cannot display this file.
Sorry, this file is invalid so it cannot be displayed.
Binary file added 2.gif
Loading
Sorry, something went wrong. Reload?
Sorry, we cannot display this file.
Sorry, this file is invalid so it cannot be displayed.
Binary file added 3.gif
Loading
Sorry, something went wrong. Reload?
Sorry, we cannot display this file.
Sorry, this file is invalid so it cannot be displayed.
Binary file added 4.gif
Loading
Sorry, something went wrong. Reload?
Sorry, we cannot display this file.
Sorry, this file is invalid so it cannot be displayed.
103 changes: 35 additions & 68 deletions README.md
Original file line number Diff line number Diff line change
@@ -1,70 +1,37 @@
# CIS 566 Project 1: Noisy Planets

## Objective
- Continue practicing WebGL and Typescript
- Experiment with noise functions to procedurally generate the surface of a planet
- Review surface reflection models

## Base Code
You'll be using the same base code as in homework 0.

## Assignment Details
- Update the basic scene from your homework 0 implementation so that it renders
an icosphere once again. We recommend increasing the icosphere's subdivision
level to 6 so you have more vertices with which to work.
- Write a new GLSL shader program that incorporates various noise functions and
noise function permutations to offset the vertices on the surface of the icosphere and modify the color of the icosphere so that it looks like a planet with geographic
features. Your planet should have __at least four distinct "biomes"__ on its surface (they do not have to be Earth biomes). Try making formations like mountain ranges, oceans, rivers, lakes, canyons, volcanoes, ice caps, glaciers, or even forests. We recommend using 3D noise functions whenever possible so that you don't have UV distortion, though that effect may be desirable if you're trying to make the poles of your planet stand out more.
- Combined with your noise functions, use __at least four__ different functions from the Toolbox Functions slides. They should be used to either adjust your noise distribution, or animate elements on your planet's surface.
- Implement __at least two__ surface reflection model (e.g. Lambertian, Blinn-Phong,
Matcap/Lit Sphere, Raytraced Specular Reflection) besides on the planet's surface to
better distinguish the different formations (and perhaps even biomes) on the
surface of your planet. Make sure your planet has a "day" side and a "night"
side; you could even place small illuminated areas on the night side to
represent cities lit up at night.
- Add GUI elements via dat.GUI that allow the user to modify different
attributes of your planet. This can be as simple as changing the relative
location of the sun to as complex as redistributing biomes based on overall
planet temperature. You should have __at least three modifiable attributes__.
- Have fun experimenting with different features on your planet. If you want,
you can even try making multiple planets! Your score on this assignment is in
part dependent on how interesting you make your planet, so try to
experiment with as much as you can!

Here are some examples of procedural planets:
- [Pixel Planet](https://deep-fold.itch.io/pixel-planet-generator)
- [Earthlike Planet](https://www.reddit.com/r/proceduralgeneration/comments/fqk56t/animation_procedural_planet_composition/)
- [Topographic Field](https://www.shadertoy.com/view/llscW7)
- [Dan's Final Project](https://vimeo.com/216265946)

## Useful Links
- [Implicit Procedural Planet Generation](https://static1.squarespace.com/static/58a1bc3c3e00be6bfe6c228c/t/58a4d25146c3c4233fb15cc2/1487196929690/ImplicitProceduralPlanetGeneration-Report.pdf)
- [Curl Noise](https://petewerner.blogspot.com/2015/02/intro-to-curl-noise.html)
- [GPU Gems Chapter on Perlin Noise](http://developer.download.nvidia.com/books/HTML/gpugems/gpugems_ch05.html)
- [Worley Noise Implementations](https://thebookofshaders.com/12/)


## Submission
Commit and push to Github, then __make a pull request on the original Github repository__. Assignments will no longer be submitted on Canvas.

For this assignment, and for all future assignments, modify this README file
so that it contains the following information:
- Your name and PennKey
- Citation of any external resources you found helpful when implementing this
assignment.
- A link to your live github.io demo
- At least one screenshot of your planet
- An explanation of the techniques you used to generate your planet features.
Please be as detailed as you can; not only will this help you explain your work
to recruiters, but it helps us understand your project when we grade it!

## Extra Credit
Any or All of the following bonus items:
- Use a 4D noise function to modify the terrain over time, where time is the
fourth dimension that is updated each frame. A 3D function will work, too, but
the change in noise will look more "directional" than if you use 4D.
- Use music to animate aspects of your planet's terrain (e.g. mountain height,
brightness of emissive areas, water levels, etc.)
- Create a background for your planet using a raytraced sky box that includes
things like the sun, stars, or even nebulae.
- Add a textured moon that orbits your planet
## Info
- Lanqing Bao (lanqing)
- Link: https://seiseiko.github.io/hw01-noisy-planet/
# Result
## Terrain Generation
- Main func: float terrain_generate(vec3 p) in vertex shader, calculate continent noise, ridged fractal noise, and mask for mountain.
- 3D Simplex noise based FBM generated terrain with ocean & land. Noise parameters are all adjustable in dat.gui
- Mountain generated using ridged noise(with gain), parameters in Noise Control - Ridge.
- 3D Simplex noise based Mountain Mask to maintain ocean while having mountains.
- SmoothStep blending ocean & land

## Surface Reflection & Shading
- Ray-trace based ocean color
- Blinn-Phong + lambert shading
- Load Textrue on terrain (press Set Text then Load Scene)
- Cos-wave palette specular color
- Bias-based color blending different types of terrain(ocean,shores,land,mountain)

## Controls
- All noise parameters are controllable
- Ocean parameters
- Sun position
- Load texture(press Set Text then Load Scene)
## Screenshots

![](4.gif)
![](3.gif)
![](1.gif)

![](2.gif)

## Citation
- How to implement ray sphere casting https://gist.github.com/wwwtyro/beecc31d65d1004f5a9d
- Shading https://learnopengl.com/Advanced-Lighting/Advanced-Lighting
- Creating Planets in Unity https://www.youtube.com/watch?v=lctXaT9pxA0&t=1151s
20 changes: 20 additions & 0 deletions dist/index.html
Original file line number Diff line number Diff line change
@@ -0,0 +1,20 @@
<!doctype html>
<html>
<head>
<title>Project 0: Getting Started | CIS 566</title>
<style>
html, body {
margin: 0;
overflow: hidden;
}
#canvas {
width: 100%;
height: 100%;
}
</style>
</head>
<body>
<canvas id="canvas"></canvas>
<script type="text/javascript" src="bundle.js"></script>
</body>
</html>
Loading