Texture Mapping

Texture mapped a 4-sided room such that one wall has front-side culling applied. The floor is texture mapped using a checkerboard image and also feature mip mapping. The walls of the room are a repeated brick texture. There is a floating sphere in the center of the room texture mapped with the image of the earth. There is a control feature which “dissolves” the earth image into an image of my face. The “dissolve” is controlled using a set of interface controls which starts/stops/resets and varies the speed of the dissolve. Also included is a lightmap with multi-texturing for the floor. The lightmap only lights a small spot on the floor and acts like a “flashlight”. The interface controls also provides 4 main modes of texturing: modulate, replace, blend, and decal which is applied to the earth texture. Lastly, there is a reflective or environment mapped sphere in the scene which was created using a cube map.

You might be interested in …

Multi-Resolution 3D View

3D terrain visualization program which loads a terrain map file containing unsigned chars. The terrain switches to a half resolution version based on the distance from the viewer. The boundaries between the full and half resolution terrain are “stitched” so that no “holes” are visible in the terrain. The user may navigate through the scene […]

Read More

Hatching Shader

This is a shader implementation of Real-Time Hatching, Praun et al. [2001]. The scene contains a real-time rendering of hatching strokes over various objects. They use tonal art maps containing different stroke sizes and density at various resolutions. Using these tonal art maps, we can render strokes on complex surfaces.

Read More

Shadow Map

The scene is filled with 3D objects featuring ambient and diffuse lighting. The objects cast shadows on each other based on the light using shadow maps. The user may move the light source around.

Read More