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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2D Contouring and Color Maps

The purpose of this project was to visualize how Mount St. Helens was changed by the eruption of 5/18/80. I used Historic Digital Elevation Models (DEM) from the United States Geological Survey website. The terrains have a color map to show the elevations and also has 2D contours at proper elevations to highlight distinct heights. The terrains […]

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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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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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