Created using GLUT and GLEW libraries.
Team:
Allen Zhang
Vincent Kyi
Kevin Nguyen
Stanley Xu
William Tam
- Introduction Our project is based on the Nintendo's StarFox game. It features a main player that flies a ship. So far, there are asteroids and the player must shoot down the asteroids while avoiding crashing into them.
Keys: w: fly up a: turn left s: fly down d: turn right e: accelerate forward r: accelerate backwards : shoot p: pause q, Q, Esc: quit
- Results A. Bump Mapping We used bump mapping on the asteroids. We currently have three different asteroid geometries that are bump mapped with three different normal maps (stepstone_normal.tga, cobble_normal.tga, and many_normal.tga). The asteroids are placed in random locations and given random rotations. Bump mapping (aka normal mapping) is mostly done in the fragment shader. We researched bump mapping online and found some really good tutorials (see references below). One implementation calculates the tangents and bitangents in the application while another calculates only the tangents in the application and the bitangents in the vertex shader (by cross product normal and tangent). The best implementation that we found was through a new method of normal mapping. An article posted below shows that the previous methods of calculating the TBN matrix to get to tangent space is misunderstood and only works via tricks to get the tangent frame to be orthogonal. The new method uses linear algebra, calculus, and gradients to compute what really should be called cotangent, cobitagent and normals. It calculates the TBN matrix in the fragment shader and returns a perturbed normal based on the normal map sampler.
B. Collision Detection
C. Particle System
References: To compute tangents and bitangents in the application for bump mapping. http://www.opengl-tutorial.org/intermediate-tutorials/tutorial-13-normal-mapping/
To do bump mapping only in the fragment shader. http://www.thetenthplanet.de/archives/1180