CSCI 441 - Computer Graphics

Fall 2023

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"Bardo the Wise"


This is the product of the quest Hoist Your Sign, which tasked us with creating a 700x150 banner displaying our hero's name and their hometown's crest, only using OpenGL primitives. It required the use of multiple different colors, and the three transformations, scale, rotate, and translate.


This is the product of the quest An Unexpected Journey, where we had to draw our hero and allow them to traverse between the towns of the other heroes. Bardo can shoot a fireball at the cursor by clicking, and enhance the fireball he shoots by pressing the shift key. His idle animation when he is not moving has him move up and down by 10 pixels.


This is the product of the quest The Cabin in the Woods, where we rendered our hero in a 3D world in which they can move but can't escape the boundaries of. The user views the hero through an arcball camera around the hero, and can zoom in and out


This is the product of the quest The Fellowship, where, as a guild, rendered our heros in a 3D world in which they can all move similarly to the cabin in the woods. We implemented 3 camera types, an arcball that focuses on each hero, a free camera, and a first person camera that can be switched to view the world from any of the three hero's perspectives. We included three light types, directional, a spotlight, and a point light. The world follows the Gouraud shading model implemented with the Phong lighting model consisting of ambient, specular, and diffuse lights.


This is the product of the quest Off to Never Never Land, where we used an input file containing control points to construct a bezier curve around our hero, displaying both the curve and the control points connected with a control cage, which can both be toggled on and off. An object is rendered along the curve, and it can follow the curve in parameterized steps t, or arc length steps, which can also be toggled. The world was completed using a skybox, with the face images sourced from tools.wwwtyro.net. The program utilizes multiple shaders, including the Gouraud lighting shader, a texture shader, and a flat shader.