Saturday, December 20, 2008

Checkpoint 2 + Supersampling + Cylinder Primitive


Checkpoint 2 with Supersample OFF and Cylinder OFF







Checkpoint 2 with Supersample OFF and Cylinder ON

Checkpoint 2 with Supersample ON and Cylinder ON

Wednesday, December 17, 2008

Project Proposal

Title: “The Fractal Valley”
Team:
Matthew Kang - Leader
Minh Thu Tran
Computer Graphics II- 4003-571
Instructor's name: Reynold Bailey
Project Web Site : http://trankangcg2project.blogspot.com
The project will generate a high-polygon scene involving a mountainous region that surrounds a lake. The valley will be created with a fractal algorithm to create a realistic terrain environment. Time permitting, trees will also be generating using fractals. The lake will be created with various liquid volume techniques in order to effectively simulate a body of water. A “free-look” camera will also be implemented.
Project Objectives
Generating fractal terrain to create a mountain
Create a water material that looks and (to a degree) behaves like water
Relatively high polygon count
Platform: Window XPAPI: OpenGLLanguage: C++
A breakdown of project components, e.g.:
Fractal Generator: An abstract fractal generator that takes an expression and draws polygons based on them.
Water volume: A conglomerate of algorithms to simulate water.
Main Program/Keypress: Plug in fractal algorithm, parameters, draw basic water volume, and camera free-look keypress events.
Project Responsibilities: Minh Thu Tran – design and research (water volumes), implementation, texture map Matthew Kang – design and research (fractal terrain), implementation, texture map.
Project Timeline: Over the break – Research and partially implement general algorithms mid-Quarter – Create a texture-mapped proof-of-concept 8/9th week – Have the scene fully created
10th week – Add extra functionality (trees, lighting effects) 11th week – Practice project demonstration
Final Presentation: Our presentation will involve a Power Point presentation, showcasing the process of development, as well as the technique, and mathematic formulas involved in the creation of “The Fractal Valley.” We will then demonstrate “The Fractal Valley” with commentary and analysis.

Tuesday, December 9, 2008

RayTracer - Checkpoint 1 - Setting up the scene

Platform: Windows
Language: VS C++
API: OpenGL

Here is the scene that we set up to use for your raytracer:


















I used spotlight to luminated the scence, however, I couldn't get the shininess and the flare on the spheres. So I decided to add the material properties to the spheres. I added shininess, ambient, and specular to both of the sphere.
Here is the configuration for the scene:

Each sphere has a radius of 0.3
glutSolidSphere(0.30, 50.0, 50.0);
The pink sphere (larger one) is offset from origin by 0.05x, 0.74y, and -1.1z.
The purple sphere (smaller one) is offset from origin by -0.4x, 0.44y, and -1.6z.
The camera positions:
Near plane: 75
Far plane: 800
Eye: 0.0, 0.9, 0.2
Center: 0.05, 0.8, -1.0
Up: 0.0, 1.0, 0.0
gluPerspective(75, 1, 1, 800);
gluLookAt(0.0, 0.9, 0.2, 0.05, 0.8, -1.0, 0.0, 1.0, 0.0);


Size of the floor:

glVertex3f(-1.40, 0.0, -5.0);
glVertex3f(-1.40, 0.0, 5.0);
glVertex3f(1.40, 0.0, 5.0);
glVertex3f(1.40, 0.0, -5.0);
and offset -0.4 in x dir from the origin



The light source is a spot light:
Position: 0.15, 1.4, 0.6
Direction: -0.03, -0.35, -1.0
Spot exponent: 50
Spot cutoff: 95
Constant attenuation: 1
Linear Attenuation: 0
Quadratic attenuation: 0
I also added the shininess of 100
and spec of: 1.0, 1.0, 1.0, 0.0


OUR GOAL: Toreproduce the classic ray traced image from Turner Whitted's 1980 paper




-MT