Monday, May 11, 2009

Corey's Renderman Images

The first image I just played around with the polygon points on the back wall, the sphere parameters for the sphere, and the brick sizes on the bricks:


The second image I found three different shaders. RudyCplasmaball.sl, RudyCstones.sl, and JBUMcraters.sl. These were downloaded off the web. The results:


I had to play around with the craters code just a slight bit, since the depth of the crater into the sphere wasn't apparent enough to look good. Nothing else was changed.

Chris' Renderman Images

My first image just modified the values of locations of polygons, colors, and the size of the bricks in the texture.



My second image is a plasma ball, similar to one from Metroid, one of my favorite video games.



The shaders that were used to create this image were downloaded from the Renderman Repository.

Tone reproduction ( Step 7 )

For tone reproduction, we implemented two different models, the Ward and the Reinhart models. Here are the images or our results at different maximum luminance levels.

Max Luminance of 1:
Ward Reinhart



Max Luminance 1000:

Ward Reinhart



Max Luminance 10000

Ward Reinhart




The Reinhart model faithfully creates the image no matter the maximum luminance as expected.

Thursday, May 7, 2009

Transmission (Step 6)



Here is the Transmission image. We fixed the upside down image and worked out the overlapping color issue.

Wednesday, April 29, 2009

Step 5


This reflection SHOULD have been up last week, but I (Corey) forgot to put it up. So here it is:

Sunday, April 19, 2009

Mid quarter project update

Title: Shaded, particle animation representing water.

Members: Corey Greenhawk, Christopher Williams

Class: Computer Graphics II; 4003-571

Instructor: Reynold Bailey

Website: http://cawcg2.blogspot.com/

Project Objectives:
Create an initial scene with the drops of water.
Move the drops through the scene with a gravitational force along with an initial directional velocity.
Use collision detection and reaction to move through the scene to a point where the body settles.
Coloring the spheres should be procedurally done and include a transparent factor to help make the water more realistic.

System and software: *change* The original idea was to do this using OpenGL and run in on any system that can run an OpenGL program, but after creating the ray tracer, I believe we will use that to depict the images because of the inherent math needed to do the collision and the information the ray tracer already provides us.

Project Timeline:
First, we need to establish a scene.
Second, develop the movement and animation involved.
Third, incorporate the collision detection.
Fourth, if time develop the shading needed to make the scene look realistic.
By changing to using the ray tracer, we have been working on developing it to do the animation aspect before we move on to the project. It is at a position now that we can work more on the project then the ray tracer itself.

Current responsibilities: (subject to change)
Christopher - develop the scene, animation, and collision.
Corey - develop the shading and texturing needed to make it look more realistic.

Progress so far:
Up until now, progress has been focused on getting the ray tracer running. Research on animation and collision detection has been undertaken as well.

Revised timeline:
Wednesday, April 22nd: Completed scene setup
Friday, April 24th: Gravitational animation
Sunday, April 26th: Collision Detection
End of quarter: Shading, texturing, completion

Priorities are on scene, gravity, and collision. The timeline is set to be extended as needed to accomplish tasks.

Wednesday, April 8, 2009

Step 4





Texture mapping

The first image is the regular texture mapping.

For bonus, the texture on the right is sin(x) value for red, sin(y) for green, and blue is sin(z), but this is a constant for the polygon.