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Clemson canvas
Clemson canvas






clemson canvas

Generate a 120 frame render of a turntable, 1920x1080, EXR format. The humanoid must have at least 3 distinct colors. Each of the csg operations must be used at least once. At least 25 implicit shapes must be used, including at least one of each of the basic shapes: sphere, ellipse, torus, cone, box, icosahedron, and steiner patch. Copyrighted and trademarked characters are not allowed. Highly realistic is nice, but so is highly artistic. Humanoid means it has two legs, two arms, and a head. Use csg operations (union, intersection, cutout, and shell) and basic implicit shapes to create a figure that is humanoid. It is up to the students to identify any ambiguities or issues, and either resolve them or seek guideance from the instructor. The project descriptions are not fully detailed.

#Clemson canvas code#

The code must also be handed in and will be evaluated, but there will be no attempt to compile or execute the code. Points are awarded for the act of handing in the images, not for the creative or artist qualities of the images. Students must hand in the code and the rendered images they generated for the project. For reference purposes, students are provided with a "starter kit" with a basic implementation of a volumetric class, which students may use as the basis of their own projects, if they choose. Work may be done on any computer supporting C++.

  • Does it work and the images look good? (10)Īll of the projects involve programming in C++.
  • Is the presentation organized and executed well? (2)įor project 6, the grading considerations are:.
  • Is the code clean, organized, demonstrate pride of craftsmanship, and grokable? (3).
  • Does it work and the images look good? (3).
  • Grades: A > 90% B > 80% C > 70% D > 60% F < 60%įor projects 1-5, the point assignment will be based on the following considerations: The grade is relative to the percentage of 90 points achieved. There are also 20 points possible for class participation. The first 5 are worth 10 points, and project 6 is worth 20 points.
  • Communicate clearly and effectively about the code and phenomena.
  • Creatively alter the algorithms for fun and other purposes.
  • Run the C++ code and produce visualizations of the volume algorithms.
  • clemson canvas

    Write C++ code for common volumetic modeling and rendering algorithms.

    clemson canvas

    pretty much every frame of Avengers Infinity War (hyperbole)Īt the completion of the course, students will be able to:.DSOnoises collection of noise functions.Advection-Reflection Solver + YouTube video SUPPLEMENTARY RESOURCES.Notes on using OpenVDB (based on a very old version of OpenVDB).Production Volume Rendering Design and Implementation.An Efficient and Robust Ray-Box Intersection Algorithm.Volumetric Methods In Visual Effects 2010.Meepzoids (Signed-distance preserving maps).Navier-Stokes equations, gas solutions.READING: Volumetric Methods In Visual Effects 2010 ( link) pages 132-146.Advection for long time and long time steps.Velocity fields and characteristic maps.Constructing velocity fields: incompressibility.Constructing velocity fields: noise, gradients, other.SUPPLEMENTAL READING: Volume Modeling and Rendering Appendix A.3D Fractal Flame wisps: DPA MFA thesis by Yujie Shu.READING: Volume Modeling and Rendering pages 50-60.Pyroclastic displacement of arbitrary shapes, Cumulo clouds.Closest Point Transform and Near Point Transform.A note on the formula for a pyroclastic sphere.SUGGESTED READING: Textures and Modeling, the first half of Chapter 12 is about Perlin noise and applications.Summary of other noises: Worley, cell.Fractal sums - Wedge of Fractal Summed Perlin noise.Noise, fractal sums, pyroclastic spheres.READING: Volume Modeling and Rendering pages 47-49.Demonstration of the Impact of Lighting.Deep Shadow Maps (DSMs): Rectangular and frustum.READING: Volume Modeling and Rendering pages 26-46.Rectangular grids, sparse grids, frustum grids, dense grids.Wedges, turntables, rendering with color.READING: Volume Modeling and Rendering pages 23-33.READING: Volume Modeling and Rendering pages 15-22.READING: Volume Modeling and Rendering pages 7-14.Field algebra, C++ class structure, operator overloading.READING: Volumetric Methods In Visual Effects 2010 ( link) pages 6-50.Introduction to Volumetric FX in film, and the course.More topics may be included, or fewer, as needed. However this course will be flexible, based on student feedback and performance. There are many online materials to work with.īelow is the planned set of topics. MWF 10 AM - 12 PM in-person and on zoom (see canvas for zoom link)

    clemson canvas

    CPSC 8190: Physically Based Visual Effects








    Clemson canvas