CSCI 441 - Computer Graphics

Fall 2025

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Idril

"Idril" written in elvish
This is "Idril" written in Quenya/Tengwar with the crest of the House of Fingolfin.

<g name="crest" x="75" y="5">
  <g rotation="45deg">
    <rect height="100" width="100" fill="#1d1aaa"/>
    <g x="50" y="50">
      <circle r="45" fill="white" />
      <circle r="42" fill="yellow"/>
      <circle r="30" fill="red"/>
      <circle r="27" fill="#aabff9"/>
      
      <path name="w1" d="q 6.75,5 13.5,0; t 13.5,0" width="2" stroke="red #af1e2d"/>
      <use name="w1" rotation="45deg"/>
      <use name="w1" rotation="90deg"/>
      <use name="w1" rotation="135deg"/>
      <use name="w1" rotation="180deg"/>
      <use name="w1" rotation="225deg"/>
      <use name="w1" rotation="270deg"/>
      <use name="w1" rotation="315deg"/>
      
      <circle r="2" fill="white"/>
      <circle r="1.25" fill="red"/>
      
      <path name="w2" d="M 30,0; q 4.75,-15 9.5,0; t 9.5,0" width="3" stroke="#ff8a00"/>
      <use name="w2" rotation="90deg"/>
      <use name="w2" rotation="180deg"/>
      <use name="w2" rotation="270deg"/>
      
      <path name="w3" d="M 30,0; q 9.5,-10 19,0; t 19,0" width="3" stroke="#ff8a00 white" rotation="45deg"/>
      <use name="w3" rotation="135deg"/>
      <use name="w3" rotation="315deg"/>
      <use name="w3" rotation="225deg"/>
    </g>
  </g>
</g>
I developed a SVG(ish) to OpenGL converter to use this snippet
to make part of the above image.

Flight simulator with simple blocky towers
This is a basic 3D flight simulator I made with procedurally generated towers.

Idril standing in front of Gondolin
This is my character Idril standing in front of Gondolin. The character
is animated with arms that wave, eyes that track the camera, and legs
that walk while moving with WASD.

Game cover screen with Blaster and ghost  Game map with shadow removed  Ghost chasing blaster in the dark

This is "Blaster's Adventure". Help blaster navigate the pitch black
mines to find coins while avoiding ghosts! Levels are randomly
generated each time. Use your torch to illuminate the dark.

Voxel player character in front of tree and amethyst pyramid  Specular lighting on amethyst 

I implemented Phong Illumination and Shading with point lighting and
diffuse and specular texture maps. I also implemented a renderer
for Minecraft player skins and a similar voxel world. Several different
cameras can be selected to view the world, character, and lighting.

It's hard to show on a static image, but some parts of the
player are also specular.


Voxel game with enhanced environment  Curved terrain generation  Colored spotlights mixing 

Extending upon the last assignment, I added in a skybox, curved
terrain, more blocks, spotlights, and more decoration. There's
also three different controllable players.

The leaves and grass wave in the wind, and the mushrooms
now have animated textures.