Thursday, April 9, 2009

Project Images


A close up to show detail. (click to enlarge)


The Space Station from the ground view. (click to enlarge)


The Space Station as a whole. Believe it or not its only 3200 polygons! (click to enlarge)

Project Description

For our 3rd assignment, we wanted to see what type of technical power we could really get out of OpenGL. We were able to successfully use Phong Shading, Normal Mapping, and Iterative Parallax Mapping. Normal Mapping and Iterative Parallax Mapping required the use of 2 more textures in addition to the diffuse texture map. The normal map contained normal mapping require a texture containing the normals at each fragment encoded in rgb values. The parallax mapping simply required a height map to give relative heights across the texture and surface. Together these can give pretty convincing bump effect while maintaining a low polygon count. Other technical effects include a modified transparency model so that transparent object pick up light even when the culling rules say they shouldn't. We have also added some simple falling physics so that if you walk off the side of our space ship you fall off. We plan on extending all of these features and include a number of others we are testing (particle systems, animation, reflectivity, etc) in our final project. 

Team Members

Sam Bryfczynski
Long Nguyen
Kiel Pease