
DigiPen Games iPhone Wii XNA Flash Graphics AI Misc.
Shape Generation
Date Created: |
Fall, 2008 |
Development Time: |
2 weeks |
language: |
C++, OpenGL, GLSL |
Feature List: |
- Designed and implemented a simple OpenGL framework that allowed for rendering textured spheres, cylinders, cones, boxes, and planes.
- All vertex, normal and texture coordinates were generated and computed by hand.
- Object rendering done through vertex and pixel shaders.
- All mipmap generation done by hand..
Description: This project satisfied the first assignment for CS300, Advanced Computer Graphics. It demonstrates a basic OpenGL framework using GLSL.
Basic demonstration of shape generation.
Small solar system with object rotation.
Lighting
Date Created: |
Fall, 2008 |
Development Time: |
2 weeks |
language: |
C++, OpenGL, GLSL |
Feature List: |
- Implementation of point, spot and directional lights.
- Uses both GLSL and fixed function lighting for comparison.
- Ability to support up to eight lights.
Description: This project demonstrates lighting using OpenGL's fixed function pipeline and per-pixel lighting.
GLSL (left), fixed function (right).
Refraction
Date Created: |
Fall, 2008 |
Development Time: |
2 weeks |
language: |
C++, OpenGL, GLSL |
Feature List: |
- Object reflection and refraction.
Description: This project demonstrates object reflection and refraction with a static skybox.
A sphere reflecting the world around it.
Normal Mapping
Date Created: |
Fall, 2008 |
Development Time: |
2 weeks |
language: |
C++, OpenGL, GLSL |
Feature List: |
- Normal mapping.
Description: This project demonstrates basic texture normal mapping.
Normal mapping (left), original texture (right).
BSP Tree
Date Created: |
Fall, 2008 |
Development Time: |
2 weeks |
language: |
C++, OpenGL |
Feature List: |
- Implementation of a complete binary space partitioning tree.
- Uses a custom heuristic to determine where to create splitting planes.
- Heuristic is easily modifiable to favor less depth over less splits and vice versa.
- Entire scene rendered back to front with depth testing off to prove the tree was constructed properly.
Description: This project demonstrates understanding of a BSPTree. The instructor provided the base OpenGL framework with a pre-built scene, and I designed and implemented the BSPTree portion of the project. The best case I was able to achieve was a very low node count with a relatively high depth. Since the project focused on rendering back to front, I figured a lower node count would be more efficient.
Initial scene before using BSPTree.
Scene with splits drawn after BSPTree.
