Opengl/cg graphical project.

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Anonymous Aug 14, 2005 at 09:30

05-08-14.jpg

Description
I am developing a 3-dimensional surface and materials modelling package implemented on programmable graphics hardware. My aim is to use the Cg language to develop techniques for real time light reflections, refractions and shadows.

This picture is of a demo that included a dynamic water feature with real time reflections and refractions. The demo also contained real time shadows and bump mapping. The program used a total of 5 Cg shaders to render the scene.

The water surface was created using refraction and reflection texture maps. I found that this method gave better results than an environmental cube map. A Cg vertex shader was written to calculate the reflection and refraction vectors from the eye vector. A fragment shader was then written to perform the texture lookups.
The Fresnel effect was also incorporated for further realism.

Dynamic volumetric shadows were implemented using a Cg shader. This allowed the vector calculations to be performed on the vertex processing unit which can perform these calculations far quicker than a CPU.

Feel free to contact me for further information, or visit my web site at http://web.aanet.com.au/jwk/Thesis.htm

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john 102 Aug 15, 2005 at 01:20

nice work! Any demos available to run? Is your thesis available online?

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Joel_Kent 101 Aug 15, 2005 at 10:09

Hi,

I am currently in the process of uploading some executables (this demo included) to my web site.

The original version of this demo compiles the Cg shaders at run time which therefore requires the user to have a Cg compiler installed.

I will post a stand alone version within the week.

My undergraduate thesis will not be completed until the end of the year, but I aim to add explanations and tutorials to my website soon.

Thank you for your interest and feedback,

Joel

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Joel_Kent 101 Aug 23, 2005 at 13:05

@Joel Kent

05-08-14.thm.jpg

Description
I am developing a 3-dimensional surface and materials modelling package implemented on programmable graphics hardware. My aim is to use the Cg language to develop techniques for real time light reflections, refractions and shadows.

This picture is of a demo that included a dynamic water feature with real time reflections and refractions. The demo also contained real time shadows and bump mapping. The program used a total of 5 Cg shaders to render the scene.

The water surface was created using refraction and reflection texture maps. I found that this method gave better results than an environmental cube map. A Cg vertex shader was written to calculate the reflection and refraction vectors from the eye vector. A fragment shader was then written to perform the texture lookups.
The Fresnel effect was also incorporated for further realism.

Dynamic volumetric shadows were implemented using a Cg shader. This allowed the vector calculations to be performed on the vertex processing unit which can perform these calculations far quicker than a CPU.

Feel free to contact me for further information, or visit my web site at http://web.aanet.com.au/jwk/Thesis.htm

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Joel_Kent 101 Aug 23, 2005 at 13:06

I have now created three stand alone demos. These demos include my Open Day exhibit, a real time reflections demo, and a shadow volumes demo.

The demos require a GeForce4 Ti (or better).

I look forward to any feedback so contact me or visit my website :

http://web.aanet.com.au/jwk/Thesis.htm