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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.

 

Screenshot

Basic demonstration of shape generation.

 

Screenshot

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.

 

Screenshot

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.

 

Screenshot

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.

 

Screenshot

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.

 

Screenshot

Initial scene before using BSPTree.

 

Screenshot

Scene with splits drawn after BSPTree.

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