Isosurface Computation and Display

The purpose for this project was to visualize interactively isosurfaces of a 3D dataset for three levels of resolution. Using the provided datasets, I extracted and rendered an isosurface. I also added two user interface components that allow a user to change the isovalue of the isosurface and level of resolution of the dataset.

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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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Particle Systems

A particle system that uses an attractor force that pulls particles to a respective position in space. These positions were based on vertex positions from an obj file.

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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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