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KTH / CSC / Courses / DH2323 / dgi12 / Project

Computer Graphics with Interaction, dgi12

Project

As a volontary part of the course each participant had the oppurtunity to do a computer graphics project of their choice which could then be submitted in order to achieve a higher grade. Below are some of the project submitted for the course during 2012.

Anton Holmberg Bumpmapped Spheres and Perlin Noise
My project for the DGI-course was to generate and render realistic sphere-like 3D-objects. I used a combination of perlin noise (to generate complex textures) and bump mapping (to add a depth to those textures) to achieve this.
report, movie
Max Roth Metaballs - Rendering a scalar field with Marching Cubes
The goal of the project was to render a scalar field evaluated at a certain limit, i.e. the isosurface. This was done by converting the isosurface into a polygonal and then using a rasterizer to render it. In a previous lab in the course, a rasterizer was programmed in C++, using the graphical library SDL. In essence, the project was to simply polygonise a scalar field. To do this, the marching cubes algorithm was used. By simply brute forcing all the cubes part of the marching cubes solution, it was possi- ble to polygonise the scalar field. This was unsatisfactory because the performance was so low it created stuttering in the rendition. An optimization was implemented to im- prove performance, which it did by at least fivefold. In overall, the project was a great success and really fun to play around with the resulting program.
report,
Niklas Backstrom Illustrative Rendering in Team Fortress 2
We present a set of artistic choices and novel real-time shading techniques which support each other to enable the unique render- ing style of the game Team Fortress 2. Grounded in the conven- tions of early 20th century commercial illustration, the look of Team Fortress 2 is the result of tight collaboration between artists and en- gineers. In this paper, we will discuss the way in which the art direction and technology choices combine to support artistic goals and gameplay constraints. In addition to achieving a compelling style, the shading techniques are designed to quickly convey geo- metric information using rim highlights as well as variation in lumi- nance and hue, so that game players are consistently able to visually read the scene and identify other players in a variety of lighting conditions.
report,
Jonas Aule Rendering voxel cubes using OpenGL and then destroying them.
The aim with this project was to try out the OpenGL API that is used to help in programming the graphics card. The thing I was going to use OpenGL for was to create a simple voxel cube renderer, for use as a game engine in a possible future game, currently in the pre-planning stage. The reason for using voxels is twofold: To get blocky/pixelated visuals and to easily support a destructible (and constructible) environment. Inspiration came from other voxel-based games such as Voxatron and 3D Dot Game Heroes. report, movie,
Erik Jernstrom Representation of human motion; what challenges does this bring.
Human motion, regardless of context, each varies slightly dependent on time, place and personal traits among other factors. The perception of a certain motion is also dependent on the observers frame of mind etc. This is because we cant perceive everything that our visual system perceives, because it is more data that we can possible handle. Thus it becomes a question on what is discarded and what regions of the motion are focused upon. Thus perception and reality are two distinct things.
Copyright © Sidansvarig: Carl Henrik Ek <chek@csc.kth.se>
Uppdaterad 2013-01-28