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.





Sunday, April 5, 2009

Step 3



Finally got the shader working mostly correctly. The results are pictured. As you can see some of the shading with the spheres and the polygon isn't working quite right, but the shading of the spheres is now based on light location instead of just viewpoint