Advanced Graphics I Graduate and honors students only. Extra work required. Interactive 3D computer graphics, polygonal representations of 3-D objects. Interactive lighting models. Introduction to interactive texture mapping, shadow generation, image-based techniques such as stencils, hidden-line removal, and silhouette edges. Introduction to image-based rendering, global illumination, and volume rendering.
Course Assignments

Mr. Roboto

This project required the construction of a robot in order to emphasis the basic building blocks (literally) of openGL. Two animation sequences were required of the robot, to toss a ball, and to walk. Additionally openGL selection is used to bend body parts and position the robot into any reasonable pose.

Texan Texture-er

The texture work involved texture mapping, blending, transparency, and environment mapping. The robot, equiped with his transparent world map and trusty ball decorated with the Utah teapot is able to admire his stunning stature in the orb mirror that floats in the scene. The mirror may freeze its image such that the robot can check out his back side, wondering if it is yet time to return to the gym.

Wireframes

This project stressed the stencil buffer and glOffset functionality. Hidden lines, wireframe, and multiple methods of extracting silhouette edges were programmed. Not much to say about this one, but the results were mildly interesting...Unfortunately the image is missing!

The Shady Shadower

Hard shadows and soft shadows, cast shadows and shadow volumes. This project explored the different shadowing techniques, leveraging blending functions, accumulator buffer, silhouette edges, and more. Additionally use of the stencil buffer is forced with a clipping plane that the user can move throughout the scene and glossy floor tiles causing the reflections.



Final Project

The goal of this project is the production of a particle system class utilizing billboards, which is capable of modeling “fuzzy” objects. In particular, the project focuses on the rendering of fire with breakaway flames and b-spline paths. Additionally, the particle system class exhibits versatility, allowing for the simulation of multiple types of natural phenomena, and animation paths styles.