CSCI 441 - Computer Graphics

Fall 2019

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Koll


In lab00a I made two copies of a triforce.


My favorite part of amusement parks are the areas where you can go to relax between riding rides, so for lab00b I drew a sort of park/nature reserve.


This is the banner I created for assignment 01.


In lab01, I made a spinning triforce that changes color and sticks to the mouse cursor.


This is the Koll avatar that I created for assignment 02, and a screenshot of him in the park. He can be moved around with WASD or the arrow keys, and if you click and hold the mouse, he chases the cursor. The left shift key makes him move faster regardless of how he is being moved.


In lab 02, I made a 3D city with a free camera capable of flying around it.


For assignment 3, I made a (fairly rough) hot air balloon that is capable of flying around the city from lab 2 using the keyboard. The mouse controls an arcball camera that is centered on the balloon.


In lab 03, I drew a bezier curve from an external file.


For assignment 4, I modified assignment 3 to have a small faery fly around the balloon. It follows a bezier curve drawn from control points in an external file.


For lab 4, I implemented a gourad lighting model in conjunction with a simple plane model flying around a city.


For the group midterm project, We developed a track in a 3d environment placed on a 3D Bezier surface. In the world are three heroes: a bus, a balloon, and an abstract fractal. The bus can be controlled on the ground, while the balloon and fractal travel around the track in carts.


For lab 8, I used OpenGL 3.0 to draw a textured surface and preset animated monster model inside a scene with a skybox.


In lab 9, I created and linked shaders used to draw a series of objects with different colors, distorting their shape over time.


For assignment 5, I combined labs 8 and 9 to draw a skybox around a loaded .obj model. To color the skybox and model, I created two shaders. The skybox shader should draw the skybox with a texture applied, but it is currently bugged, so instead I have it drawing a color gradient. The model shader uses Blinn-Phong illumination to implement a gourad lighting model.


In lab 10, I implemented billboarding and transparent textures in a pseudo particle system with snowflake textures.


In lab 11, I implemented motion in the form of marbles that roll around, bouncing off each other and the edge of the platform.


In lab 12, I implemented a multiple pass shader to apply postprocessing to the rendered image.


For assignment 7, I created a simple game where the user tries to avoid balls that roll after a bouncing box while coloring the platform.


For the final project, my group created a game where the player navigates dark maze using a flashlight that slowly burns out.


To complete the game, the player must reach the end where there is a red-lit rock with runes floating above a stele. Upon touching the rock, the game ends and a congratulations message is displayed.


As an easter-egg and shortcut, certain walls display the text '441' at specific lighting angles. These walls can be walked through.