Note: Links are being fixed (12/8/07)
Last updated: December 31, 2002
This is the final demo which implements the paper correctly including the
choppy wave algorithm. In porting it to DirectX, I didn't bother porting the
ski model with physics, or the sky or tiling. It still gives a much better
feeling for ocean waves than 1.0 though.
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Last updated: December 21, 2004
This is a software 3D triangle rasterizer that uses only DirectDraw
to put pixels on the screen. It draws the triangles using the painters'
algorithm, so it will fail in some cases where the triangles can't be ordered
by depth. For the demo I ported my metaball code from the project below.
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Last updated: March 10, 2003
This demo shows animated clouds generated by Perlin noise, which are generated
without hardware support. I originally tried to use 3D acceleration to speed it
up, and I
posted in my LJ the things that were lacking.
The project was inspired by
Hugo Elias' clouds page, which has a link to an impressive VGA DOS
demo. Essentially, the algorithm generates a 32x32 Perlin noise texture, then
tiles it to get 64x64, 128x128, and 256x256 noise textures. The smaller
textures are then stretched to 256x256 using bicubic resampling, then they're
added together, and finally an exponential filter is applied to the result.
Before rendering, the blue component is pegged at max, and the red and green
values are boosted. For animation, three noise textures are generated and
blended in varying amounts, with new textures generated as old ones fade out.
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Last updated: June 10, 2001
A simple ray tracer in OpenGL. Supports shadows, anti-aliasing, reflection,
specular, ambient, and diffuse lighting. I haven't touched this source in two
years, so it shows my limited knowledge of C++ and good programming practices.
It does have structure though. Requires GLUT to build, but the exe is
statically linked to it.
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