CSCI 441 - Computer GraphicsFall 2025 |
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Idril
This is "Idril" written in Quenya/Tengwar with the crest of the House of Fingolfin.
I developed a SVG(ish) to OpenGL converter to use this snippetto make part of the above image.
This is a basic 3D flight simulator I made with procedurally generated towers.
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.
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.
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.
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.
I made a raytracer! It supports shadows, transparency, reflections, refractions, and anti-aliasing!
I added collision, diamonds, zombies, and gameplay features to the previous project! It can also load Minecraft skins via username if linked with libcurl!
For the final iteration of this project, I added wolves, shadows, fireflies, procedural generation, a daylight cycle, and background music (requires linking with OpenAL)! (Plus a bunch of other minor features!) It can also read in blocks and models from JSON files! (I built my own JSON parser to do that!) |
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