Posts

Showing posts from February, 2016

Graphics Work

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A quick update on what I've been working on recently.

For one of my modules Simulations and 3D Graphics, we were set a task to learn lighting and materials. So far I have implemented a single light, using ADS and blinn-phong (again).


The camera can rotate, move forward/backward. The armadillo can be rotated on it's pedestal and the whole scene can be rotated.

Project 5: Stanford dragon rendering

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This dragon is one of the many models which the Stanford University Computer Graphics Laboratory scanned. More info http://graphics.stanford.edu/data/3Dscanrep/. I used this to practice for an upcoming module, it is made in OpenTK and uses OpenGL 4.5.

Work for this included:
Loading vertex and normal data from .OBJ.Parsing material file for Blinn-Phong attributes.Blinn-Phong glsl shaders.Setting model/view/projection matrices.Configuring camera and light positions.

Project 4: Ray casting with a 2d graphics library.

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Implementing this using one of my favorite frameworks (https://love2d.org/) in Lua was a lot of fun!

This is heavily inspired by Wolfenstein 3D.

It involved simple trigonometry, calculating ray/shape intersections, figuring out how to map textures and lighting effects.

A problem I encountered was a fisheye lens effect, because for each ray projected into the world, I would map the intersection distance directly to the height a wall (which is a group of line slices). However what I needed to do was calculate the perpendicular distance of the intersection using the projection plane as a reference.



Here's a great image which helped me understand the problem a lot, originally my raycasting method resembled the one of the far right.


Here are the resources I used:
http://permadi.com/1996/05/ray-casting-tutorial-table-of-contents/ - Help with the projection plane/intersection distance calculation.https://en.wikipedia.org/wiki/Linear_interpolation - How I map the texture coordinates onto…