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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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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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 […]

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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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