Monday, January 19, 2009

Mid-Quarter update

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
Status: We currently are still in the research phase, with early implementations down, but not fully functionally as of yet. An abstract fractal algorithm generator is underway, but it still needs more work before it is off the ground.
Assessment of Progress: Our timeline is slightly changed, as we have decided to “cut the fat” and focus solely on fractal terrain generation and bump mapping for the water instead of using Navier-Stroke fluid dynamic. This will give us ample time to get the final scene fully working and satisfactory to our personal expectations.
Revised Timeline:
Over the break – Research and partially implement general algorithms mid-Quarter – partially implement general algorithms 8/9th week – Have the scene fully created
10th week – Revising scene generation and techniques & present on the last day

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