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Projects of the computer graphics module at FH-Aachen in the summer semester 2016

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Computer Graphics SoSe16

Requirements

  • CMake 3.12
  • freeglut3-dev, freeglut3
  • libsoil-dev, libsoil1
  • libglew-dev, libglew1.13
  • libglfw3-dev, libglfw3
  • libassimp3, libassimp-dev, assimp-utils

Classical OpenGL (P1)

  • Change the background from white to black
  • Rotate the triangle around the z-axis
  • Enable rendering front and back faces
  • Use triangles instead of a square
  • Color each vertex in an different color and create a color gradient
  • Change the perspective projection to an orthographic projection

Introduction to Qt (P2)

  • Create a Qt Widgets Application
  • Add a QLabel, QSpinBox, QSlider and setup the layout properly
  • Create a QGLWidget
  • Add all functionality from project 1
  • Use the Signal and Slot technique to connect the QSlider with the QSpinBox
  • Create a custom Slot to change the rotation/zoom of the square
  • Change the square to a cube.

Modern OpenGL (P3)

  • Replace the immediate mode with Vertex Buffer Object (VBO) to render the cube
  • Create a simple Vertex- and Fragment-Shader
  • Replace the functions glPushMatrix and glPopMatrix with an STL stack of QMatrix4x4.
  • Load a model from an Wavefront-File (.obj) and render it on the screen.
  • Load a texture and map it to the loaded model.
  • Model the solar system with all the planets and also the moons of earth and mars. All planets and moons must have the right rotation and speed.
  • Implement a camera system so that you can navigate with the keyboard around the solar system.

Shader (P4)

  • Reuse the solar system
  • Create for the sun a fragment shader that simulate a heat haze
  • Create a phong shading for all planets
  • Create a skybox with the space

Graduation Project: Skeletal Animation (P5)

  • Loading model data and animation with assimp
  • Display the model and the animation
  • Compute the model transformation on CPU or GPU
  • Animation blending between two selectable animations
  • Show the skeleton and mark the vertices that move fast (muscle movement)
  • Using AntTweakBar for controlling
  • Keyboard binding
    • wasd: Move forward/backward/left/right
    • Left/Right/Up/Down: Look left/right/up/down
  • Hint: The models and animation are from Doom 3, but for copyright reasons I can not upload these here.

Single Animation:

Animation blending:

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