CSCI 444/544 - Advanced Computer GraphicsSpring 2021 |
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"Wild Joker"This is the Mines logo! A1 - Shading and IlluminationGourad shading calculates per-vertex in the vertex shader, while Phong shading calculates per-fragment in the fragment shader. In Phong Illumination, the specular component of light is calculated using the reflected vector. In Blinn-Phong Illumination, the specular component is computed using the halfway vector. My program allows for the four combinations shown above. A2 - Tesselate Your Noisy TeapotahedronI used Geometry, Fragment, and Tesselation shaders to create smooth shapes such as my teapot, and created wireframes to show the creation of the models. I also created 4D Perlin Noise to create a procedural texture. A3 - Particle SystemsI was able to create 10,000 trefoils using Instanced Rendering and Deferred Shading while maintaining 60 FPS. Instanced Rendering and Deferred Shading allow for us to overcome some of the challenges like memory limitations because we can pass translation vectors as attributes or do the lighting calculations later in the rendering process. I utilized a Compute Shader to move the trefoils on independent paths. A4 - M Rendering ContestThis assignment utilized POV-Ray to create an offline raytraced image. I created a reflective/refracted M that has additional objects on it, and is surrounded by a disk made of a triangular pattern. Final - Hair SimulationOur Final Project focused on simulating hair. We were able to display a head of hair using an obj file as input and utilized a geometry shader to create the filled in hair with triangles and the mesh using lines. Marschner Reflectance was used to create a dispersion of light in the hair. | |