CSCI 444/544 - Advanced Computer GraphicsSpring 2019 |
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GeologyShaderBelow are a set of images rendered using combinations of Gourad shading, Phong shading, Phong illumination, and Blinn-Phong illumination.![]() ![]() ![]() ![]() Below are two images of a teapot that has been draw using Bezier surfaces created by a tesselation shader. Both images use phong shading, and the second uses a geometry shader to add a wireframe over the teapot in a single pass. The second image also displays the Bezier surfaces' control points. ![]() ![]() Here Perlin noise is used to create a procedural marble texture. The screenshots don't show it, but the second teapot is using four dimensional Perlin noise to make the texture vary in time. ![]() The noise is effectively just being used to change the material properties of the teapots. This means they can still take advantage of Phong shading and Blinn-Phong to make them look like a polished stone. ![]() Here is an example of using an offline raytracing renderer to render an image that uses reflection, refraction, iridescence, and noise based texturing. ![]() | |