Playing with Volumetric Particle Clouds and Raycasting in OpenGL and C++11
For this project, I've set the endgoal to be able to render the following:
- Start with a basic OpenGL renderer.
- Implement raycasting as described in this tutorial by Peter Triers.
- Implement lighting in this Raycasting context.
- Play with Perlin Noise and Strange Attractors to recreate the particle-patterns as in the example above.