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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Procedurally Generated Terrain

The ground is procedurally generated using a random midpoint method and smoothed using a neighborhood smoothing filter. The trees were generated by different procedural rules. The scene uses OpenGL material and lighting.

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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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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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