Computer Graphics (Q6)
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Lab 1: Teapots
A simple lab for which we lit teapots using phong lighting.
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Lab 2: More Teapots
A lab in which we lit several teapots using different shaders and shader techniques, including subroutines, to show our engines were flexible enough to handle it.
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Lab 3: Even more Teapots
Part of lab 3, where we showed the difference between point lighting and directional lighting on teapots. Depending on light placement, it can be hard to see.
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Lab 3: Cel shading
Another part of lab 3, where we wrote a shader to quantize lighting values to get cel shading with specifyable number of light levels.
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Lab 3: Fog
Another part of lab 3, where we wrote a fog shader so that further away objects using this shader get foggier. Demonstrated on a stack of dragon models made by me.
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Lab 3: Multiple lights
Another part of lab 3, where we wrote a shader that accepts multiple light sources so our objects can be lit using more than a single light source.
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Lab 3: Spotlight
Another part of lab 3, where we wrote a shader that lights an area with a spotlight, rather than a point light or directional light.
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Lab 4: Crate
Here we light a textured model. Pretty simple modification of previous shaders.
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Lab 4: FrameBuffer
Here we render in multiple passes for the first time. By rendering from a secondary camera to a framebuffer, and using that as a texture on the cube, we get a representation of the world on a surface within the world.
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Lab 4: Multiple Textures
Here we write a new shader that allows us to use multiple textures on the same model. First a cement texture, followed by a moss texture with transparency.
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Lab 4: Normal Map
Here I wrote a shader that takes in a normal map to use for lighting, giving the illusion of a more detailed surface than is actually present. It is actually just a cube, but the sides light as if there is geometry present even as the light is moved.
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Lab 4: Transparency
Here I write a shader that takes in a mask to determine which fragements to discard to allow for part of a texture to be applied to a model without having to alter the blend state or alpha values.
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Lab 5: Normal Hair
Here, using a geometry shader, the normals of the faces of, and the vertices of, a model are drawn as lines protruding from the mesh.
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Lab 5: Fractals
Here I applied a fractal shader that I wrote extracurricularly to a billboard for the billboarding assignment.
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Lab 5: More Fractals
Here I take strong advantage of the per-pixel intensity of my shader to render 200,000 planes with fractal shaders on them, that become more clear as you approach them.
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Lab 5: Wireframes
Here we write a wireframe shader to display on lines on top of a model so triangles can be identified.
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Lab 6: Blur
Here shadows are blurred to make the edges appear smoother and make pixelation less visible.
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Lab 6: Shadows
Here shadows are rendered using a depth texture and a custom shader.
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Lab 6: Volumetric Shadows
Here shadows are made pixel-perfect in a less-efficient manner by using a more complicated technique involving shadow volumes.
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Lab 7: Particle Fire
Transparency, billboards, geometry shaders, combined and used over and over to make particles.
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Lab 7: Plane
A shader makes use of a sine curve to turn a flat plane into a continuously moving wavy plane by passing in time, amplitude, etc. to the shader.
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Final Assignment
For the final assignment, I implemented edge detection and made a simple 3D matching game, where you must find and click the object whose edges are shown in the full 3D world.
PreviousNextProject Tech/Algorithms
GLSL (OpenGL Shading Language
Extended Details
Computer Graphics was another game-engine based course I took at Neumont. Here I have put together a slide show of screenshots from various shaders and assignments I wrote during the course.
Shaders were written in GLSL, and loaded using the game engine I created for the Game Libraries course. This was a very intense course, stretching my shader writing skills to new levels every week.
The most difficult assignment written for the course was the Volumetric Shadows assignment. In fact, I was the only student in that particular section to get the shader rendering properly. It was a 3-pass shader involving altering several OpenGL state changes we had never worked with before or had explained to us. Through thorough research and an intense coding session, I was able to overcome this, though it is quite inefficient.
Project Credits