Zombie Zen

Posts tagged "graphics"

I’m finishing up my game, “Urge to Merge”, for my Intro to Computer Graphics course. This is the first time I’ve worked with OpenGL shaders; I’m pleased with the results. These are screenshots from the game.

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Texture Mapping!

Posted at by Ross Light
Tree texture-mapped onto cube

It’s been a while since I’ve posted because of some events that required my attention, but I’m back with yet another goray rendered image! A lot has changed in the rendering infrastructure (refactoring and such), and now it supports spot lights and texture mapping! Texture mapping and Blender export have not been merged to the trunk yet, but they’re coming soon.

The other exciting news is, if you’re bold enough, you can play with goray, too! Check out the Sourceforge project!

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After fixing my ray/triangle intersection code, I’ve moved to working on the material system for my raytracer. I’m starting on the simple material first: Lambert shading with recursive raytracing for reflection.

For those who don’t know that much about raytracing, the Wikipedia article is surprisingly informative. The cool part is that the same code that you use to compute the normal scene just gets called recursively to create the reflection. It also makes physics class fun when you can readily see that just by applying the Law of Reflection, you can make cool effects. Next stop, Snell’s law!

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When you have a bug in an enterprise program, money is lost. When you have a bug in a graphics program, art is created.

I’ve been working on rewriting parts of the raytracer I wrote in Go in x86-64 assembly. The test model I’ve been using is Suzanne, one of the primitives in Blender. Needless to say, something in the assembly code is not right, but it’s the first actual image the raytracer has spit back since I removed the pure Go implementation of the ray/triangle intersection code.

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This is the trailer for the latest open movie project, Sintel. The goal of these projects is to create a completely open movie: use open source software to create it, and when it’s finished, release all of the assets used to create the movie to the public. The CGI is created in the 3D animation package Blender

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