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=========
PROJECT 1
=========

/*
 * README
 * ------
 * Put the results of the Performance Test here.  Also, include the names
 * of your team members and any special instructions for compiling, etc.,
 * if you did something besides the standard Makefile.
 *
 * Group Members: Jose Rivera
 */

Performance Tests
1. Solid cube - 0.29 sec
   Wire cube  - 0.23 sec
2. Quad cube  - 0.29 sec
3. Quad array cube - 0.29 sec
4. Solid cone - 0.38 sec
   Wire cone  - 0.35 sec
5. Triangle cone - 0.30 sec
6. Triangle array cone - 0.30 sec
7. Calculated cone - 0.29 sec

The wire cube ran the quickest, though almost all of them ran at about the
same speed.  The only exception would be the glut cone, but I would guess
this was because it had more slices and stacks than the other cones, and
therefore more to render.

Note:  For the freeform scene, I decided that a static collection of
models was quite boring and decided to try to use animation.  For the
animation timing, I have used an interval timer set by setitimer(), and
I update the scene after receiving a SIGALRM signal.  The scene is
updated 60 times a second.

=========
PROJECT 2
=========

Group Members: Jose Rivera
Email Addresses: transfix@cs.utexas.edu

L system:
F-move forward FORWARD*SCALE meters.
0,1,2,3,4-sub-branch
[,]-push/pop respectively
L-draw terminating leaf
R-rotate YROTATE degrees around the branch
T-tilt (rotate TILT degrees about the z axis of the branch)
Turtle starts at (modelx,modely,modelz), is facing upward (y), 
and it's plane is parallel with the xy axis
Axiom: 0
0 -> FF[RL1][RR2][RRR3]F[RL3][RR1][RRR2]RFLR0
1 -> FL[T[RF]2]R[TRFL]RTFL4
2 -> FL[TRF3]RFLRTFL2
3 -> FL[TFL2RFL]R[T[RFLF3]]RTFL2
4 -> FL[TRFL4]RFLRTFL4

Compilation: just type 'make'

Extra features: animation - smooth growing and randomized wind motion, 
true 3D L-system and tree.
To enable growth, press 'h'. 

Group Questions:
1) When switching to an orthographic projection, the tree appears flat, 
and branches that come toward the screen when using the perspective 
projection just lie flat against all the other branches.
2) This is because when using an orthographic projection, all sense of
depth is lost since perspective warping does not happen.

=========
PROJECT 3
=========

/*
 * README
 * ------
 * Include the names of your group members and any special instructions
 * for compiling, etc., if you did something besides the standard
 * Makefile.  Also, document any additional features in this file.
 *
 * Group Members: Jose Rivera
 *
 */

To compile, just type 'make'.  Pressing 'n' when the program is running
draws the normals for the object.  This was used to ensure that the normal
calculations were correct.  The program does not have an upper bound for the
number of control points allowed since the model data is kept in a linked 
list.

=========
PROJECT 4
=========

/*
 * README
 * ------
 * Include the names of your group members and any special instructions
 * for compiling, etc., if you did something besides the standard
 * Makefile.  Also, document any additional features in this file.
 *
 * Group Members: Jose Rivera
 *
 */

To compile, just type make.

Extra features:  Texture mapping, anti-aliasing, support for any quadratic
surface (infinite or bounded).

About

Old projects from a computer graphics class I took in Spring 2004. Using this to easily set up a common build environment using VS2012 with boost and glut.

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