CSCI 441 - Computer Graphics

Fall 2018

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Rain


This is the banner I made for assignment 1.

This is the hero, Rain, I made for assignment 2. Rain moves when wasd are pressed, can teleport with left click, speed up with right click, and move between worlds by going past the borders of the window.
Rain also has idle animation, as she blinks once every ten seconds.

This is the ship I made for assignment 3. It can move around a grid (by changing heading and moving forward and backward), and has orbiting orbs around it which follow a sinusoidal path when moving and a circular when not moving.

This is the fairy that follows a Bezier curve centered around the heroes ship which was create for assignment 4.

The curve and control points can be hidden.

This is the super mario cart group project. I mainly built the bezier patches and the background, and worked on the arcball camera. There are two heroes racing each other on a track and another hero which free roams.

This is the Venus de Milo, which is placed into a skybox. The user can load in any model file (that is readable), and move around it using an arcball camera. It uses custom shaders to produce lighting for the model and textures for the skybox.

This is a cloud that produces rain that falls for some time and is then deleted. The user can specify any number of clouds with custom location, size, rate of spawning particles, particle velocity, and particle life. The vertex shader applies a slight wind effect on the particles as they descend.

This is a game where the user tries to get into the white ghostly box while avoiding homing marbles and not falling off the platform. This makes use of changing the heading of the marbles by a partial amount so they slowly converge on the hero over time. The user views the scene with an arcball camera and controls the ghostly marble with A and D.

This is the final project for the class, which was done in a group. We made the classic game snake (you eat pellets to get longer and try to not run into the wall or the snake body) and gave it 3d models. The user controls the snake by A and D, deciding if it should turn or not. It makes use of many shaders and lighting calculations. I mainly worked on the snake, game play, and collision.

This is another view. There is oscillation in the y direction via the geometry shader based on the snakes x and z coordinates. This creates a neat animation where the body of the snake follows a sine pattern.