Thursday, April 9, 2009

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. 

4 comments:

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  2. Why would the person fall off in space? There isnt any gravity to pull them downwards.. more to the point, how are they staying attached to the space station?

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  4. To: scifi3018-
    A good point. We were originally going to further our work with the modeling by having the station placed on a planet of some sort- giving it some form of gravitational pull. That should be for future work though. Thanks for you comment/concerns.

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