CSCI 441 - Computer GraphicsFall 2025 |
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Esme IlossaL00 - This is an image of Esme's hometown, Zeppellen, created with the graphical library OpenGL and triangle-based primitives.
L01 - This is an introduction to animation. The triforce spins continuously and follows the cursor or changes color in response to keyboard input.
A1 - This is an image of the Esme's shop sign and crest, created with the graphical library OpenGL and triangle-based primitives.
L02 - This is an introduction to the free camera model. Buildings are generated pseudorandomly. The user can "fly" through the buildings with the 'w' and 's' keys or change the flight direction by panning with the cursor.
L03 - This is an introduction to the graphical pipeline (VAOs, VBOs, and IBOs). Data is transferred from the CPU to the GPU statically to produce stationary objects or dynamically to produce animation. This render uses the MD5 Model for heirarchical skeleton creation and animation.
SQ1 - This is a simple 2D game created with solid Open GL primitives. The game is animated, and the user can interact with the game using the mouse and keyboard. The goal of the game is to protect the dragon egg from the bats until the dragon hatches.
A2 - This program renders Esme and her throwing star. Animation techniques are used to make Esme appear to hover. The user can navigate through a map using the W/A/S/D keys and steal Esme's throwing star with a mouse click.
L04 - This program is an introduction to shaders. Multiple basic models are rendered with custom vertex and fragment shaders. These shaders determine color based on position, and moves part of the model in and out based on a time input.
L05 - This program is an extension of the flight simulator with a simple directional diffuse light.
L06 - This program is an introduction to textures including using texture coordinates in the fragment shader and passing textures from the CPU to the GPU.
A3 - This program is shows Esme's hot air balloon in a forest. This program uses Phong Illumination and Gouraud Shading and implements an Arcball Camera. The hot air balloon is constructed from CSCI441 basic models. It floats up and down so that Esme can always get the best views. The user can move the balloon around the map, but it will not fall off the edge of the world. The camera will follow the balloon, but the camera view should be changed manually.
MP - This program is a 3D terrain with multiple characters, lights, and cameras. Custom shaders are used to implement Phong Illumination with diffuse, specular, and ambient lighting and point, directional, and spot lights. The user can switch between an arcball camera and a free camera to explore the terrain.
L08 - This program is an introduction the generation of Bezier Curves using control points read in through a file. The control points, control cage, and bezier curve are drawn, and a sphere is animated moving along the curve.
L09 - This program is an introduction the generation of Bezier Patches using the Bezier Curve Equation on 4 Bezier curves. The visibility of the control cage and control points can be toggled.
L11 - This is an introduction to collision detection with spheres and a bounding box. Each marble moves along its direction vector and checks for collisions with the bounding box and other marbles. If a collision is detected, a new direction is calculated, and the marble moves along that direction instead.
L12 - This lab explores using the geometry shader to expand points into quads. A transparent texture is applied to each quad, and the point sprites are sorted so that they are rendered back to front.
A4 - This is a simple 3D game implemented with Gouraud Shading and collision detection. The goal of the game is to collect as many apples as possible with the hero without encountering any enemies. Be careful, enemies who conspire together become larger. If the hero encounters, an enemy, all apples are lost. If the hero collects 20 apples, the hero will change color. Note: hero and enemies squish up and down and can fall off of the edge of the world
FP - This program is a driving simulator with a car model on a Mobius strip racetrack. Animation: Moving point light, car wheels rotate forward/backward during movement Cameras: tracking cam that follows car based on position and orientation, fixed cam Texturing: skybox, textured coins, textured cubes, car model (texture coordinates in obj) Lighting: Moving point light, directional light, racetrack Shader Programming: Bezier shaders, flat shader, texture shader, toon shader
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