Skip to content

Commit 5998783

Browse files
committed
Add description
1 parent 22b2f07 commit 5998783

File tree

1 file changed

+20
-30
lines changed

1 file changed

+20
-30
lines changed

‎project9/index.html‎

Lines changed: 20 additions & 30 deletions
Original file line numberDiff line numberDiff line change
@@ -190,10 +190,12 @@
190190
vec3 temp_color = texColor.xyz;
191191
vec3 back_color = phong(dir, temp_color);
192192

193+
// Glass's ior is around 1.3333
193194
const float l = 1.0;
194195
const float ior = 1.33333;
195196
const float size = 3.0;
196197

198+
// Comput the hitting point
197199
vec3 r = normalize(fPosition);
198200
vec3 n = normalize(fNormal);
199201
float cos_theta1 = dot(-r, n);
@@ -204,6 +206,8 @@
204206
vec3 out_r = normalize(cos_theta2 * (-n) + sin_theta2 * p);
205207
float d = (l - fPosition.z) / out_r.z;
206208
vec3 hit_point = fPosition + d * out_r;
209+
210+
// Map to ground texture
207211
vec4 color = texture2D(texSampler, vec2(hit_point.x, hit_point.y));
208212
gl_FragColor = color;
209213
}
@@ -521,37 +525,23 @@ <h1> Description</h1>
521525
<a ><img src="https://i.imgur.com/gEIubUe.jpg"/></a>
522526
<br><br>
523527
So, I try to implement some of the "brokebackish" features: Tent, Campfire, Cowboys, Sheeps, Pine trees, and some Trunks.
524-
525-
<h1> Implementing comments: Project 7</h1>
526-
<h2> Models Created by Me </h2>
527-
<ul>
528-
529-
<li> <b> Campfire: </b> I added randomness to generate the size of stones around the campfire, so it looks more natural and asymmetric. The design of middle woods is also used in the framework of the tent. </li>
530-
<li> <b> Tent: </b> I added some poles around the tent to make it more like the one in the movie. I also added a special shader (High specular light) to the pole, for its metallic looking.</li>
531-
<li> <b> Pine trees: </b> I am very proud that I designed a dynamic way to draw different pine trees. If you look the trees in detail, you will find each tree is special, in terms of the shape, layer and height.</li>
532-
<li> <b> Trunks: </b> They are just basic cylinders.</li></ul>
533-
534-
535-
<h2> Models Found on Web </h2>
536-
<ul>
537-
<li> <b> Cowboy: </b> Still need to figure out how to map the texture.</li>
538-
<li> <b> Sheep: </b> I added a path and animation for the sheeps.</li></ul>
539-
540-
<h1> Project 8</h1>
541-
<h2> Models Created by Me </h2>
542-
<ul>
543-
544-
<li> <b> Campfire: </b> I kept the randomness of the size, and added a texture for the stone, to make them more stone-like. I decided not to add trunk texture to the wood in the campfire, because they are too small to show the detail of the texture.</li>
545-
<li> <b> Tent: </b> I added a canvas cloth texture to the tent, I thought about making a entrance for the tent, but it was too hard to draw it on the texture image.</li>
546-
<li> <b> Pine trees: </b> I could add trunk texture to the trees, but i decided not to, because they are too small to show the texture.</li>
547-
<li> <b> Trunks: </b> I figured out a way to wrap texture to the side of a cylinder! To make the texture look real, I make the width height ratio of the image as 2*pi*ratio : height, then compress it to a 2^k * 2^k square. It looks great. Also I added randomness to generate the top circle texture, to make it look cool. <b>I love randomness!</b></li></ul>
548-
549-
550-
<h2> Models Found on Web </h2>
551-
<ul>
552-
<li> <b> Cowboy: </b> There is a texture image given with the .obj file, after studying that image. <b>I created two texture images </b> to match the hat color, clothing style of Jack and Ennis.</li>
553-
<li> <b> Sheep: </b> I used the given texture with the sheeps.</li></ul>
554528

529+
<h1> Project 9</h1>
530+
<h2> Cubemap Skybox </h2>
531+
I added a cubemap skybox texture to create environment for the scene.
532+
<h2> Normal Mapping </h2>
533+
I added 4 different normal mapping to make the texture for the vent more realistic, and textures of sheeps more diverse.
534+
<br><br>
535+
<a ><img src="https://i.imgur.com/O7LNlDx.png", height="300"/></a>
536+
<a ><img src="https://i.imgur.com/JmE7aEv.png", height="300"/></a>
537+
<a ><img src="https://i.imgur.com/2Wc52NW.png", height="300"/></a>
538+
<br>
539+
<h2> Glass Effect </h2>
540+
I also tried to simulate the fraction degree to make a glass texture effect. After computing the hitting point going though the glass bottle, I map it directly to the ground texture, although the "correct" way requires 2-pass rendering. Since the bottle is relatively small, you might want to use "Drive" mode to see the effect.
541+
<br><br>
542+
<a ><img src="https://i.imgur.com/rRQSS1Q.png", height="300"/></a>
543+
<a ><img src="https://i.imgur.com/hYf6mfJ.png", height="300"/></a>
544+
<a ><img src="https://i.imgur.com/Jdvyzno.png", height="300"/></a>
555545
</p>
556546
</body>
557547
</html>

0 commit comments

Comments
 (0)