CSE 557 - Computer Graphics
Winter quarter, 1998
Instructor: Brian Curless
Teaching assistant: Jonathan Shade
Grand Prize Winner | |
Tinker Craneby Daniel Azuma The final image of the TinkerCrane uses raycom2's level 2
adaptive antialiasing (maximum 16 samples per pixel.)
There are over 200 separate CSG-based objects in this scene, utilizing more than a
thousand individual primitives. |
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First Runner Up | |
View of Saturn from the moon Dioneby Dawn Werner and Brian Meyer This image uses a fractal primitive to simulate the surface of the moon. Saturn is texture mapped using a bitmap downloaded from NASA. The rings are a sweeper surface that are both texture mapped and transparency mapped. Notice how you can see the gaps in the rings when you look at the shadow on the planets surface. The star patterns are generated using a different fractal routine applied to the atmosphere. |
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Islandby Dawn Werner and Brian Meyer
The following clips were generated by sweeping the camera around the center point of the view in each of the previous two images. There are 360 frames in each clip. They were four times over sampled at each point. But then they were compressed into the AVI so some aliasing does occur.
MPEG movie showing the island during the day. |
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Second Runner Up | |
Liberatedby Patrick Crowley and Miguel Figueroa
We implemented texture maps on three material properties: diffuse color, specular color and surface normal(bump maps). Diffuse and specular maps use a simple bilinear interpolation algorithm to get the diffuse and specular color components from the texture map. Bump maps determine the gradient on the texture map at the point in question, and use it to perturb the surface normal at that point. |
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Other contestants | |
Red mountains at sunsetby Denise Pinnel and Greg Badros
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Another Night's Readingby Denise Pinnel and Greg Badros
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PoolballsThis image is a reasonably accurate represenation of a set of pool balls, racked and ready. The felt table is bump-mapped using an actual felt image as the bump map. The pool ball texture images were all created by hand. To add space to the image, a reflection map of a living room was used on the scene. The long streaks reflected in the balls are a result of the windows in the environment map. |
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Blackboardby Tapan Parikh and Geoff Hulten
This scene was rendered using distribution ray tracing, texture mapping and bump mapping.
For all reflections and shadows a number of rays are distributed within a cone centered at
the optimal reflection/shadow ray. For shadows the radius of the cone is given by the
radius of the area light, (encoded in the .out file as a spot_light, using the cutOffAngle
as the radius), and for reflections the radius of the cone is given by the shininess of
the surface. (the shinier, the smaller the radius). Rays are weighted towards the center
of the cone, since on average there will be an equal number of rays cast per distance from
the center of the cone. |
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Broccoli Shripby Craig Wilcox and Erik Vee This creature was modeled using L-systems, as described in the book The Algorithmic Beauty of Plants, and rendered with our raytracer. |
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Tranquilityby Craig Wilcox and Erik Vee We used L-systems again to generated the tree. In addition, we used a procedurally generated terrain, texture mapping, and procedural bump and transparency mapping (for the water). |
Last update: May 26, 1998
shade@cs.washington.edu