Feature 2 – Matthew
Alright, well this has been done for a long time, and the video has been up on YouTube, but I guess I decided not to post it. NO LONGER! LADIES AND GENTLEMEN, NERDMIGOS OF ALL KINDS! Feature 2: [youtube http://www.youtube.com/watch?v=gqu6WbVHPlM] The video explains things pretty well I think. I was going to post […]
CS 330 Lecture 34 – Issues of Inheritance
Agenda what ?s program this weak encapsulation composition multiple inheritance? directed super the dreaded diamond problem TODO Read the first three pages of http://mislav.uniqpath.com/poignant-guide/. Quarter sheet. Program This Code rect.cpp raffle.cpp Multiple.cpp random.cpp Haiku
Feature 10 Post Mortem – Conor
This post is about implementing feature 10, billboards. Since I have a space/moonish scene, I figured that moon rocks would be a fitting texture to use in my scene. I didn’t use anything for this feature other than the class videos for this one. I only ran into one problem implementing this one, in my […]
Feature 6 – Post Mortem
Rendering moving water was by far the most difficult task that I had to do all semester. I thought that I had everything working right away, but I soon found out that the water was not properly reflecting the skybox around it. Essentially, since we were reflecting the position of the water fragment in eye-space […]
CS 330 Lecture 33 – Marching Squares: A C++ Case Study
Agenda what ?s contourer: a case study on OOP and C++ bit manipulation TODO Get two homeworks done before the networks students ruin us all. Code msquares.cpp Haiku
Feature 5- Spencer
Getting the camera working wasn’t too hard, as I just followed the video we were given in class. Getting it to adjust to the terrain’s elevation proved to be the tricky part. I looked at other people’s post mortems and online material about bilinear interpolation to figure out what to do. Fist I implemented two […]
Feature 7 Post Mortem
Adding fog to my scene was one of the easier additions to my walkabout scene that I’ve done thus far. I got it to work on more or less my first try, although there was a lot of tweaking to be had after that. After watching the video on fog, I decided that I wanted […]
HW F.6 – Hannah
I completed rendering moving water reflecting my skybox texture. I had a couple of frustrations during this development. First, my water was just showing up black for a while, and I couldn’t figure out why. It turned out when I was trying to pass on my texcoord out to ftexcoord, I was passing ftexcoord. Silly […]
CS 330 Lecture 32 – Garbage Collection
Agenda what ?s deconstructors garbage collection a C++ smart pointer TODO Read section 7.7.3 in your book. Quarter sheet. Wondering about Java’s garbage collection? Read http://www.ibm.com/developerworks/library/j-jtp10283/. Why do we need both delete and delete[]? Check out http://www.informit.com/guides/content.aspx?g=cplusplus&seqNum=287. Code FasterString.cpp SmartPointer.h Haiku
CS 455 Ambient Occlusion
Watch the following videos: Ambient Occlusion – Theory Ambient Occlusion – Blender Ambient Occlusion – Renderer Additional Reading: If you want to look into ambient occlusion a bit more, here are some interesting sources that we stumbled across. For more on SSAO for quick dynamic ambient occlusion, this is a helpful article. Simple and Practical […]