Graphics Demo
A downloadable project for Windows
Overview
This project is a real-time rendering application built in C++ using OpenGL, showcasing a dynamic scene that transitions between two distinct time periods. The scene is designed to demonstrate efficient rendering techniques, real-time animation, post-processing effects, and structured scene management using a scene graph.
The camera continuously orbits a central focal point—a TARDIS—while the environment transforms around it, shifting from a bright daytime landscape to a dark, snow-covered nighttime ruin.
Scene Description
Daytime Environment
The initial scene depicts a stylized island landscape under daylight conditions:
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A grass-covered terrain populated with thousands of blades of grass rendered using instanced rendering
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Animated grass movement simulating wind
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A fully constructed castle visible in the distance
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A blue skybox and a single primary light source providing daylight illumination
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Surrounding water that reflects the skybox to enhance environmental depth
Grass rendering uses a level-of-detail system, where distant grass progressively reduces animation, geometric complexity, and density to maintain performance.
Time Transition
At the midpoint of the scene, the environment transitions through a time-travel effect:
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All scene elements except the TARDIS are removed
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A wormhole effect appears behind the TARDIS, simulating travel through a time vortex
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A blur post-processing effect is applied at the start and end of the transition to reinforce motion and disorientation
This sequence acts as a visual and technical bridge between the two time periods.
Nighttime Environment
The final scene represents the same location in a later, decayed era:
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A darker skybox and reduced ambient lighting
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A secondary light source positioned near the TARDIS
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White, snow-covered grass replacing the original green terrain
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The distant castle now rendered as a ruin
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Snow particle effects falling across the scene to reinforce atmosphere
Rendering & Technical Features
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Implemented instanced rendering for large-scale vegetation
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Level-of-detail system controlling grass animation, mesh complexity, and distribution
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Scene transitions using real-time object management and post-processing effects
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Water rendering with skybox reflection
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Particle systems for environmental effects (snow)
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Scene management using a scene graph for efficient traversal and rendering
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Split-screen rendering with two simultaneous camera viewpoints
What This Project Demonstrates
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Strong understanding of real-time graphics programming in OpenGL
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Experience optimizing large-scale scenes through instancing and LOD techniques
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Ability to combine rendering, animation, post-processing, and scene management into a cohesive system
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Thoughtful visual storytelling through environmental transformation
| Published | 4 days ago |
| Status | Released |
| Category | Other |
| Platforms | Windows |
| Author | Atomic Dream Games - Tom Wilson |
Download
Install instructions
Download and extract the zip, then run the executable.

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