tugas_mhs by keralaguest

VIEWS: 6 PAGES: 7

									1. Bezier Curves - Bezier Curve Path Generator (OpenGL)

This application generates an array of vertices built from multiple bezier curves.
You can save the control points to a file and edit them again at a later stage.

I am currently using this app to define the path a dragonfly must follow,
But there are litrally thousands of things you could use this for.

Note : This application requires a 3D card with OpenGL support.




2. SolarInfo - Solar System Information

An application that shows some information about the planets and their moons in our solar system.
The images are all from real photos.

You can use your mouse to manipulate the planet and rotate it in any direction.

Note : This application requires a 3D card with OpenGL support.




3. Graphs - Graphical Expression Viewer

This application is used to create graphs using common mathematical functions. You can type in
functions of the type z=x*sin(y), specify a range and then generate the graph for the function.
The application has a few interesting graphs built into it that you can select from.

Use your mouse to move and rotate the graphs.
Note : This application requires a 3D card with OpenGL support.




4. MazeBuilder
This program generates random mazes of various sizes and then solves the mazes. The mazes can
be saved as BMP files. Each maze has only one solution.

This is a standalone EXE. No installer or DLL's needed. To get rid of it, simply delete the EXE.

To find out more about the algorith I used to create and solve the maze,




5. Dynamic Cube Mapping


SibVRV has informed me that he has modified the cubemapping demo to now use dynamic
cubemaps.

You will need quite a high end card to get a decent framerate on this, because the scene has to
be rendered 7 times.




6. Cube Mapping Demo

I modified the texture loader, to accept a Texture Target constant.
This enables the the use of cubemaps using the sulaco 1.5 template.

I have used the GL_TEXTURE_CUBE_MAP_EXT, but to use
GL_TEXTURE_CUBE_MAP_ARB would be exactly the same.
Just change the constants where needed.




7. Multiple levels of detail on Textures
Luuk "Seriva" van Venrooij has sent me a tutorial on Texture detail.

It shows how to implement Bi-linear and Tri-linear filtering, and also has 5 levels of detail on the
loaded texture.

Use F1 to F5 for different LOD's on the texture.




8. Sinusoidal Scrolling (Sine Wave Spline Text)

Philippe Dargent has sent me this code showing how to create several different sine wave scrolling
effects.
This Project is a modification on his previous project called Enabling / Disabling V-Sync (Vertical
Synchronization)

Use X, Y, Z, 1, 2, 3 and 4 to see different versions of the spline animation.




Sumber dari :
http://www.sulaco.co.za/opengl.htm

9. Non-Photorealistic Rendering
Hatching with Probabilistic Primitive Distributions
In this work we present a high-quality image-space approach to pen-and-ink illustration
that works at interactive framerates while allowing for a large variety of different drawing
styles. Our algorithm features frame-to-frame coherence, that is, individual strokes move
continuously from frame to frame with continuous changes of the input image. We show
that our approach is able to both reproduce the tone of an input image, and (depending on
the drawing style) to preserve high-frequency detail in the input image. Finally, while our
basic algorithm only requires an image as input, we can make use additional of 3D
information where available to provide a larger variety of drawing styles.




10.    Sampling
 Sampling for Direct Illumination
In this series of projects, we apply novel sampling techniques from statistics to the problem
of evaluating the direct illumination under difficult lighting situations with complex




materials.

Interleaved Sampling
In this project, we introduced a novel sampling scheme where samples from several
regular grids are a combined into a single irregular sampling pattern. The relative positions
of the regular grids are themselves determined by Monte Carlo methods. This
generalization obtained by interleaving yields significantly improved quality compared to
traditional approaches while at the same time preserving much of the advantageous
coherency of regular sampling. The sampling scheme is particularly well suited for
hardware implementation, but also has some advantages in software rendering.




11.   Realistic, Hardware-accelerated Shading and Lighting

n this work we present techniques for realistic shading and lighting using computer
graphics hardware. In particular, we discuss multipass methods for high quality local
illumination using physically-based reflection models, as well as techniques for the
interactive visualization of non-diffuse global illumination solutions. These results are
combined with normal mapping for increasing the visual complexity of rendered images.




12.   Canned Light Sources
  To avoid costly global illumination algorithms, we pre-compute the outgoing light field of
  a given lamp and store away these radiance values in a four-dimensional data structure.
  This discretized lighting information can later be used to reconstruct the radiance
  emitted by the light source at every point in every direction. Instead of generating a
  global illumination solution, a Canned Light Source could also be generated by
  resampling measured data or simply by computing radiance values to achieve special
  effects.




13.    Soft Shadow Maps
Soft shadows and penumbra regions generated by extended light sources such as linear
and area lights are visual effects that significantly contribute to the realism of a scene. In
interactive applications, shadow computations are mostly performed by either the shadow
volume or the shadow map algorithm. Variants of these methods for soft shadows exist,
but they require a significant number of samples on the light source, thereby dramatically
increasing rendering times.
In this paper we present a modification to the shadow map algorithm that allows us to
render soft shadows for linear light sources of a high visual fidelity with a very small
number of light source samples. This algorithm is well suited for both software and
hardware rendering.




14.     Hardware Light Transport
Visibility computations are the most time-consuming part of global illumination algorithms.
The cost is amplified by the fact that quite often identical or similar information is
recomputed multiple times. In particular this is the case when multiple images of the same
scene are to be generated under varying lighting conditions and/or viewpoints.
In this work we describe a general method of precomputing, storing, and reusing visibility
information for light transport in a number of different types of scenes. In particular, we
consider general parametric surfaces, triangle meshes without a global parameterization,
and participating media. We also reorder the light transport in such a way that the visibility
information is accessed in structured memory access patterns. This yields a method that is
well suited for SIMD-style parallelization of the light transport, and can efficiently be
implemented both in software and using graphics hardware. We finally demonstrate
applications of the method to highly efficient precomputation of BRDFs, bidirectional
texture functions, light fields, as well as near-interactive volume lighting.
15.   Efficient Cloth Modeling and Rendering

Realistic modeling and high-performance rendering of cloth and clothing is a challenging
problem. Often these materials are seen at distances where individual stitches and knits
can be made out and need to be accounted for. Modeling of the geometry at this level of
detail fails due to sheer complexity, while simple texture mapping techniques do not
produce the desired quality.
In this work, we describe an efficient and realistic approach that takes into account view-
dependent effects such as small displacements causing occlusion and shadows, as well
as illumination effects. The method is efficient in terms of memory consumption, and uses
a combination of hardware and software rendering to achieve high performance. It is
conceivable that future graphics hardware will be flexible enough for full hardware
rendering of the proposed method.




16.   Automated, Silhouette-Based Registration of Textures and 3D-Models

Since rendering algorithms have become more sophisticated in the last years also the
demand for realistic models has been increased, especially for models of real world
objects. Hereby, not only the 3D shape but also the surface color or reflectance is of major
interest. The 3D model is commonly obtained by a scanning device producing for example
a triangle mesh. Color information is frequently collected during a second process using a
camera. Generating the entire model then requires to combine the 3D shape and the 2D
images/textures. The camera position and orientation relative to the 3D mesh must be
computed for each image in order to stitch the textures onto the 3D surface.
17.    Basic Curves And Surfaces Modeler
   This is a basic surface modeler made using MFC and OpenGL on VC6. The geometry interface
   and graphics interface are separated so that you can simply define your curve or surface without
   worrying about the display. The display is in a generalized form i.e. if you derive your own
   curve from CCurve and override the PointAtPara and NormalAt methods along with
   other mandatory methods, you can create an OpenGL curve as follows:




Sumber :
http://www.cs.ubc.ca/~heidrich/Projects/index.html
http://www.codeproject.com/opengl/
http://www.opengl.org
http://www.amazon.com/linux-graphics-programming-norman-lin

								
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