Phong Shading, Garoud Shading

The scene is a 4-sided room containing a polished gold metallic sphere, polished copper metallic teapot, and polished silver metallic torus. I created an interface control which allows switching between vertex Gouraud shading and per-pixel Phong shading.

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Bump Mapped Swimming Fish

The scene contains a bump-mapped floor and a bump-mapped swimming fish. The fish is a cylinder which has been warped using a vertex program. The “wriggles” of the fish body are simulated using a sin wave which starts from the fish midline towards the tail. This animation is controlled using an interface which allows the […]

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Deformable Bodies

A deformable bodies simulator based on a standard non-linear strain finite element simulation as in O’Brien et al. [1999]. This approach required incredibly small time steps.

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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.

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