Showing posts with label project. Show all posts
Showing posts with label project. Show all posts

Wednesday, February 25, 2009

Tuesday, February 17, 2009

water bumpmap


finally I got it to work - using normal map to bumpmap it instead of black & white, the bumpmap is bluish

Monday, February 2, 2009

Water - bumpmap




Bumpmap - using different bumpmap and texture.. none of them generate a desirable effect for the water .. perhap I need a better bumpmap or noise is a better method to create water-like surface than bumpmap!


Thursday, January 22, 2009

Water Simulation..




Here is the image the I got using texture map the water on the plane, then use the sin function to variate the amplitude of the water to give the height and depth. Though, I need to find a better water image for this and a different algorithm that convert .bmp files into RGB files.

Next step would be trying to get the bump map to work.

-MT

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

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.