teaching machines

Feature 2 – height map

I had Blender create a height map from my sample terrain and output a PNG file where the corresponding color was the height at that specific pixel.   Woot.  Video

HW F.5 – Hannah

I completed Feature 5. I have had the ability to move around my scene for a long time, but I haven’t been moving with the contour of the terrain until this submission. I had a hard time conceptualizing how to make that happen, and I give credit to all of those who completed this feature before me, […]

Feature 4

If I followed the video correctly that Chris posted about this it would have been a lot easier.  However I decided to ignore the fact that you need an image that is square.  Debugging this issue really wasn’t easy.  I ripped apart all of my code and was still clueless since everything compiles okay and […]

Feature 6

My biggest challenge this time was correctly reflecting the skybox off the water. The vector that needs to be reflected is the direction from the camera to the world position. There was no way to get this with the shaders written in the water tutorial video. Passing in the camera’s position as a uniform was […]

Feature 6 Post Mortem

In order to implement this feature, I decided it best to totally rework my landscape to better integrate a source of water into the scene.  This was the result of some brief fiddling around in GIMP, making a height map and corresponding texture: Up close, the water looks more like this: This feature took quite […]

CS 330 Lecture 25 – Currying and The One-Liner

Agenda what ?s what does this do? the Maybe/Option type currying and how to read Haskell function specifications find’ in an association list/hash point-free style foldl and foldr or’ and’ sum’ product’ min’ foldr1′ max’ join’ length’ average’ map’ countOvers composing functions any’ all’ TODO Play. And homework. What Does This Do? Code today.hs Haiku

CS 455 Lecture 18 – Projective Texturing and Geometry Shaders

Before Class Projective Texturing Watch http://youtu.be/sEY78iaPNCU. Read section Applying a Projected Texture in chapter 4, pp. 138-143. Geometry Shaders Watch http://youtu.be/altB6G6_bTY. Watch http://youtu.be/O7Xd5csI0Oo. Watch http://youtu.be/AM8RXjdZ8w4. Watch http://youtu.be/ppdCZiiG8aQ. In Class Please work on your homework features.

Feature 4 Post Mortem

Adding a skybox to my scene was one of the simpler tasks I’ve done, although I had a couple problems. One was purely a human mistake, and the other I can’t really explain but I eventually worked around it. To start, I created a cube obj and a cube_map texture and linked them together with […]

Feature 1 – Matthew

For Feature 1 I just modified the ObjUtilities.cpp file to accept an OBJ fresh out of blender or your 3d modeling tool of choice. No longer do you have to go through and count the F’s and V’s, it does it for you! Here’s a screencast of the code, and a screenshot of the workspace […]

Feature 6 Post Mortem

Generating water for my walkabout wasn’t difficult, as most of the process involved following Dr. Johnson’s video, but there was one change I had to make that stumped me for a while. My water is simply a 2-dimensional plane that I sized so that it would fill one of the lower parts of my terrain. […]

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