Difference between revisions of "Project7Fall11Summaries"

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(Winter Woods Maze (Shannon McPeak, Chris McFarland))
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{| border="1" cellspacing="0"
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| [[Image:2011-p11.png]]
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==A Day in the Forest (Eric Anderson, Huy Tran)==
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The general idea would to create a moving sun that would hover over a
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simple forest of basic trees. As the sun moves over the environment, it
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would expose shadows of the trees and other objects that would be seen.
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Because the sun would be "orbiting" around the environment, it would also create
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a pseudo night/day effect. The trees of the environment would be created using
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a basic L-system whereas the shadow effects would be implemented using simple
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shadow mapping.
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{| border="1" cellspacing="0"
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|+ Controls
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| p
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| toggle shadow mapping
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|}
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Features
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* Using shadow mapping to create realistic shadows for trees
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* Using L-System to create a forest of trees
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* Rotating sun(direct light) that orbits the environment, creating a day/night effect.
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|}
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{| border="1" cellspacing="0"
 
{| border="1" cellspacing="0"
 
| [[Image:2011-p4.png]]
 
| [[Image:2011-p4.png]]
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For our artistic efforts, we focused on creating an appealing winter atmosphere.  We attempted to make our maze artistically stylized rather than photorealistic. The mood of the scene is meant to be mysterious.   
 
For our artistic efforts, we focused on creating an appealing winter atmosphere.  We attempted to make our maze artistically stylized rather than photorealistic. The mood of the scene is meant to be mysterious.   
 
  
 
Technical Features Summary:
 
Technical Features Summary:
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==Eternal Woodland (Anthony Medeiros, Trevor Pottinger)==
 
<table><tr><td align="top">[[Image:image-missing.jpg]]</td>
 
<td>
 
===Project Description===
 
You find yourself in a forest. The plants are very interesting looking and you notice they all are uniquely different but strangely realistic. As you travel through the Eternal Woodland time slows giving the forest time to expand an infinite distance. You begin to question reality. Can this be real? Am I lost? Can you escape the Eternal Woodland? Time can’t tell.
 
 
===Planned Effects===
 
We plan on using Liedenmeyer-Systems to draw the trees and then we will add an ambient occlusion shader to make the trees appear more realistic. Should time persist, we will draw the trees procedurally and allow for more free realming of the Eternal Woodland.
 
 
Since ambient occlusion is only interesting when objects are overlapping and there is a lot of them on the screen, we will have density parameterized in the drawing of our trees, If we have time to make a forest, using procedural drawing, we will have the density of the forest also parameterized.
 
 
===Creative Efforts===
 
 
We will spend our time making the trees look unearthly but still being biologically feasible. To the common viewer, the trees should look eerie, yet somewhat familiar, because they will be based off of willlow and eucalyptus trees (Should be basing off models that are around such as dragon trees etc.). Our goal will to have different colors, but appear soft, and earthy like all trees do. We plan on doing this by having grammars as an input. Random generation of the forest will be seeded by random variations in the grammar for each individually spawned tree.
 
 
Since the shader simply works or doesn’t, the creative efforts there will be to figure out accurate amount of sampling, and possibly different weights. Then, since as long as the shader is being implemented, adding phong shading (should time persist) should make the trees appear more realistically round. During our research of ambient occlusion we came across different methods for computing it, and our creative efforts could also be spent on comparing the different methods.
 
 
===Screen Space Ambient Occlusion===
 
 
We learned a great deal about the rendering pipeline, and the vast possibilities that emerge when a texture is rendered in real-time.
 
 
The main difficulties of this effect was debugging, due to the limited commands that can be used in GLSL, and calculating values in different coordinate spaces.
 
 
===Lindenmayer System Trees===
 
 
 
Determining when to draw the leaves was slightly more difficult than the rest of the effect.
 
 
===Controls===
 
 
<table>
 
<tr><td>w, a, s, d</td><td>standard movement controls</td></tr>
 
<tr><td>[, ]</td><td>shrink, or grow the forest respectfully</td></tr>
 
<tr><td>mouse</td><td>click and hold to move camera</td></tr>
 
</table>
 
</td></tr></table><hr>
 
 
 
-->
 

Revision as of 01:51, 6 December 2011

2011-p11.png

A Day in the Forest (Eric Anderson, Huy Tran)

The general idea would to create a moving sun that would hover over a simple forest of basic trees. As the sun moves over the environment, it would expose shadows of the trees and other objects that would be seen. Because the sun would be "orbiting" around the environment, it would also create a pseudo night/day effect. The trees of the environment would be created using a basic L-system whereas the shadow effects would be implemented using simple shadow mapping.

Controls
p toggle shadow mapping

Features

  • Using shadow mapping to create realistic shadows for trees
  • Using L-System to create a forest of trees
  • Rotating sun(direct light) that orbits the environment, creating a day/night effect.
2011-p4.png

Winter Woods Maze (Shannon McPeak, Chris McFarland)

Hidden deep within the snowy forest ruins lies a secret treasure... can you find it?


For our final project, we made a maze that takes place in a forest setting during the winter. The story behind our project is that someone is lost in forest ruins looking for a hidden treasure. The objective of the maze will be to find the treasure chest that is hidden somewhere in the maze. The walls of the maze are composed of stone and covered in vines and the floor of the maze is covered in snow. There are large dead looking trees within the maze (since it is winter, the trees have no leaves) and there is also a fog effect. The player is able to navigate with the standard WASD/mouse controls ('a' and 'd' allow the player to strafe). This allows the player to look around in their environment. The mouse look up and down is limited to a fixed range to simulate how far you can tilt your head back.

For our technical features, we procedurally generated both the maze itself and trees within the maze. The tree trunks have branches that vary in their orientation. Lastly, we implemented collision detection with the walls so that the player is not able to go through them. The player is able to slide along walls.

For our artistic efforts, we focused on creating an appealing winter atmosphere. We attempted to make our maze artistically stylized rather than photorealistic. The mood of the scene is meant to be mysterious.

Technical Features Summary:

Procedurally Generated Environment Walls of the maze and trees are randomly generated.
Procedurally Generated Plants The placement of the branches of the tree vary.
Collision Detection We used AABB collision tests to prevent the player moving through walls.