In the final project for CSE 168, we are tasked with creating our own scene that implements a couple features from a list of given features, then rendering it with our ray tracer.
Since my ideas had run dry, given the stress from my other classes this quarter already, I was pretty much looking everywhere for a good idea. Then one day while having lunch at Canyon Vista (dining hall) I decided on the scene I was going to render - a rocky terrain.
Friday, June 16, 2017
Wednesday, June 14, 2017
CSE 163 Final Project - part 2
To view part 1, which talks about our shading model and environment mapping, please click here.
To download the Windows executable along with its necessary components, please click here. Please note that it will take the program a little while to load. Simply double click the executable (Scene.exe) to run the project.
In this blog post, we will talk about the improvements made to our project since the last post.
To download the Windows executable along with its necessary components, please click here. Please note that it will take the program a little while to load. Simply double click the executable (Scene.exe) to run the project.
In this blog post, we will talk about the improvements made to our project since the last post.
Monday, June 12, 2017
CSE 190 Final Project - part 2
So begins part 2 of our documentation. Over the past week, we've refined some of the game features and got a lot of stuff working.
Our game concept remains the same - a player vs. player tower defense/strategy type game. Each player will have to defend their own castle against the troops that the other player sends towards them. Each unit will have its own cost, so players must choose wisely whether they want to be on the offense or defense. 4 unit types are available: foot soldiers, tanks, cannons, and walls, each with their own unique attack and defense properties. Cannons, for example, have bonus damage against walls but have low movement speed and attack rates, while foot soldiers attack and move very fast but have very low health, etc.
Our game concept remains the same - a player vs. player tower defense/strategy type game. Each player will have to defend their own castle against the troops that the other player sends towards them. Each unit will have its own cost, so players must choose wisely whether they want to be on the offense or defense. 4 unit types are available: foot soldiers, tanks, cannons, and walls, each with their own unique attack and defense properties. Cannons, for example, have bonus damage against walls but have low movement speed and attack rates, while foot soldiers attack and move very fast but have very low health, etc.
Friday, June 2, 2017
CSE 163 Final Project - part 1
0. Intro
In this project, we will be doing a high quality real time rendering scene with OpenGL and GLSL shaders. While the executable will be for Windows only (due to development on Visual Studio), relevant source code and shader files can be used to run on other systems (provided that they have graphics cards supporting OpenGL 3.3 and GLSL 330 or newer).
The executable along with necessary dependencies can be downloaded in part 2 of this blog post, which is to be posted in 2 weeks. Detailed explanations and concepts regarding the final project expectations can be found at the bottom of this post.
The team members are: Hoang Tran and Nikhilesh Sankaranarayanan.
The team members are: Hoang Tran and Nikhilesh Sankaranarayanan.
CSE 190 Final Project - intro
CSE 190 Final Project
To view our documentation blog for Week 2, please visit this link.
As the quarter comes close to the end, we are tasked with creating a final project for CSE 190 - Virtual Reality Technologies. In this project, we are tasked with creating a two-user interactive application over the span of two and a half weeks. While the project can be about anything we wanted, there are restrictions for user input, such as player 1 (on the Oculus Rift) being limited to using only the HMD and Oculus Touch controllers for input, and player 2 (on the Leap Motion) being limited to using the Leap for primary interactions, and keyboard/mouse for secondary actions.
To view our documentation blog for Week 2, please visit this link.
As the quarter comes close to the end, we are tasked with creating a final project for CSE 190 - Virtual Reality Technologies. In this project, we are tasked with creating a two-user interactive application over the span of two and a half weeks. While the project can be about anything we wanted, there are restrictions for user input, such as player 1 (on the Oculus Rift) being limited to using only the HMD and Oculus Touch controllers for input, and player 2 (on the Leap Motion) being limited to using the Leap for primary interactions, and keyboard/mouse for secondary actions.
In any such case, this blog post will briefly talk about our ideas for the final project. It will be a two player battle game.
Project name: Charge!
Team members: Hoang Tran & Nikhilesh Sankara Narayanan
Friday, May 19, 2017
CSE 163 Project 2
NOTE: Sections 1 - 3 describe our work up until Friday 05/19. Sections 4 and 5 describe changes made to our project on Saturday and Sunday.
In this project, we were tasked with implementing progressive meshes. Progressive meshes allow us to simplify (and revert) the complexity of meshes at runtime, allowing for the general shape to be preserved but at a much lower computational cost due to the reduced face count. While there is no point in doing this when an object is up close, it is particularly useful to reduce the meshes of objects when they are very far away, where one cannot observe miniscule fine details.
In this blog post, we will explain the workings behind our implementation. The Windows executable (along with necessary .dll files) can be downloaded here.
0. Project intro
In this project, we were tasked with implementing progressive meshes. Progressive meshes allow us to simplify (and revert) the complexity of meshes at runtime, allowing for the general shape to be preserved but at a much lower computational cost due to the reduced face count. While there is no point in doing this when an object is up close, it is particularly useful to reduce the meshes of objects when they are very far away, where one cannot observe miniscule fine details.
In this blog post, we will explain the workings behind our implementation. The Windows executable (along with necessary .dll files) can be downloaded here.
Friday, April 28, 2017
Thursday, April 27, 2017
CSE 163 Project 1 (part 1)
For part 2 of the project documentation, click here.
For part 3 of the project documentation, click here.
The project executable (Windows) can be downloaded here.
The team members for this homework project are: Hoang Tran and Nikhilesh Sankaranarayanan.
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