Thursday, December 18, 2014

Post-Presentation Documentation

Videos





Final Update

        Bryan: implemented Bezier curves with moving objects; will implement simple collision detection between the objects moving along the Bezier curves.
        Matheus: implemented Shadow Volume algorithm; may implement L-system.
        Daniel: sculpted and textured volcanic island in Blender3D; implemented particle system for smoke and clouds with wind force; implemented bump mapping shader on the island; implemented fake dynamic reflections; implemented environment mapping reflection shader for the water.


Theme

        We've crafted a small, beautiful, remote volcanic island with an active volcano and rising smoke. Simple "birds" are flying around it. There are overhead clouds which, along with the smoke, are affected by the wind. The island and particles are all reflected by the ocean dynamically (using a neat trick).


Technical Features

  • Particle System
  • Bump Mapping
  • Moving objects along piecewise Bezier Curves
  • Simple collision system
  • Shadow volume
  • L-System

Creative Features

  • Particle system forces: volcano smoke and overhead clouds affected by wind.
  • Realistic sculpted volcanic island model.
  • Realistic island texture, bump mapping, and material.
  • Fake dynamic reflections.
  • L-system production rule.




Wednesday, December 17, 2014

Volcanic Island (Update)

Update

        Bryan: implemented Bezier curves with moving objects; will implement simple collision detection between the objects moving along the Bezier curves.
        Matheus: implemented Shadow Volume algorithm; may implement L-system.
        Daniel: sculpted and textured volcanic island in Blender3D; implemented particle system for smoke and clouds with wind force; implemented bump mapping shader on the island; implemented fake dynamic reflections; implemented environment mapping reflection shader for the water.


Theme

        The small, beautiful, and remote island has an active volcano with rising smoke, and birds flying around it. There are overhead clouds which, along with the smoke, are affected by the wind. The island and particles are all reflected by the ocean dynamically (using a neat trick).


Technical Features

  • Particle System
  • Bump Mapping
  • Shadow volume
  • Moving objects along piecewise Bezier Curves
  • Simple collision system
  • L-System


Creative Features

  • Particle system forces: volcano smoke and overhead clouds affected by wind.
  • Realistic sculpted volcanic island model.
  • Realistic island texture, bump mapping, and material.
  • Fake dynamic reflections.
  • L-system production rule.





Wednesday, December 10, 2014

Volcano Island

Team Members

  • Bryan Binotti
  • Matheus Ferreira
  • Daniel Salvadori

Theme

        The small island will have an active volcano, procedural L-system trees, birds flying, and fish swimming around it. It will allow us to showcase a variety of effects all coming together in a unified theme of a beautiful, remote, volcanic island.


Technical Features

  • L-System
  • Shadow volume
  • Particle System
  • Moving objects along piecewise Bezier Curves (birds and fish)
  • Animated Bezier Patches

Creative Features

  • Animated models for bird and fish circling the island.
  • Particle system physics (wind, gravity, etc...) for volcano smoke.
  • Implementing different L-system production rules to create different trees.


Monday, December 8, 2014

Tower Defense

CSE 167 Final Project - Tower Defense game

Participants: 
     Bryan Binotti, Matheus Ferreira, Daniel Salvadori

Game description: 
     Minions spawn from a portal in the map, making their way to the final portal through a valley that makes their path. Your goal is to stop the minions from reaching their final portal by constructing towers on the hills sorrounding the valley that shoot down at the enemy. A layout of the map is shown below.



Technical features:

  • Moving the minions in the scene along a path defined as a piecewise Bezier curve
  • Animated Bezier patches to create scene environment
  • Shadow mapping/volumes for minions and towers to render a realistic scene
  • Particle effect system to render animated tower attacks
  • Collision detection with bounding spheres for towers to attack nearest enemy
Additional creative implementations:
  • Health point system for creatures
  • Tower properties (damage, cost, upgrades, etc.)
  • Tower placement
  • Tower models
  • Creature models
  • Scene generation
Work in progress: