Final Project Submitted Contracts
- Jianying Ji (dc) - Attractor Explorer One
- Kamal Hood (dn), Ed Wong (cr), Shingo Annen (dd) - HemoGlobe Trotters
- Carrie Wolberg (ba) - Popcorn animation
- Alvin Chen (cv), Marvin Chiang (dh) - The Adventures of Boopy the Bunny
- Jeffrey Shneidman (ae), David Vierzba (ad) - Rendering Artificial Moving Objects into Real Moving Scenes
- Deborah Baltodano(al), Martin Larsson (cp) - Robot Walker
- Toan Pham (at) - Space Invader 3D in VRML 2.0
- Geordan Rosario (bm), Charles Ying (bn) - TRON - LIGHTCYCLES
- Christine Liu (ck), Adrian Kositanont (cl) - The Trials of a 7Up Spot Repair Man
- Matt Armstrong (cj), Yi Ma (az) - Java Ray Tracer
- Yuri Regelman (by) and Simon Zhang (di) - Accretion Disk Simulation
- Jeff Tsay (br), Zibin Yang (bo) - Star Trek Flight Simulator
- Fengdai Lin (bk) - The Chinese Dolls
- Ziqiang Tang (bu), Michael Kogan (aj) - Realtime Nonphotorealistic Rendering
- Robin Lee Shen - A set of image files or one complex image file created by postscript language.
- Larry Eng (do) and Clifford Tham (cc) - Kite Simulation
- Gabe Levy (co), Jeremy Hou (cf) - Sugar Ray Tracer
- Min Lieu (dq), Anthony Wong (dr) - The Play
- Jianrong Wu (bq), Mark Jensen (af) - Virtual Fish Tank
- Alex Brik - fast surface detection and 2D cluster detection
- Justin Wilder (bg), Bryan Cheung (db) - Aftershock
- Kira Binh Tsu - Java Ray Tracer of Light and Glass
- Xiaofeng Zhu (bt), Peter Yim (ak) - Hunter or the Hunted
- David Yee (bj), Emily Chen (bi) - A Tree's Life
- Mariko Richards - Blooming plants
- Anthony Wang (ap), Sarah Moussa (bb), Mike Lin (dg) - Meltdown
- Gus Jordt (an), Jeff Daudel (dv) - Blaze3D
- Oliver Ona (ah), Marianne Santos (ai), David Comiso (ar), Paul Puey (as) - Tron3: The Arena
- Tsang Shing (ca) - Car Racer
- Frank Liang (aa), Egan Loo (de) - Planet Billards
- Kevin Deus (bd), Russell Sanders (be) - UC Berkeley, Ground Zero
- Todd Volkert (bc) - 3D Othello
- Duke Lee (ac), Dennis Lin (aw) - Hungry Bacteria
- Saar Picker(cz), Latha Subramanian(dp) - Facial Expression Animator
- Soon Tee Teoh (cm), Gregory Chew (cu) - Ship Flying Over City (tentative)
- Andrew Morgan - Virtual Car
- Christine Kim(du) - Dancing Coke Can
- Jemmy Lin (bl) - Shutterbug
- Iggy Shvartzman (bx), Veronica Garay (am) - A space oddessy
- Ratified by: Aaron Isaksen
- General Description:
- This project seeks to create an interactive way to explore 4D strange attractors (Equations that when applied to certain initial condition create trajectories that converges to a nontrivial shape) By slicing the 4D hypervolume with lightcones like the way we perceive spacetime, this way the mapping is quite natural. The interface of this project will be a spaceship Navigation room. With a 3D projection of the attractor and the ship, head-up display of the ship's local environment, and model of the ship with colors corresponding to structrual stress mapped on to the surface, Nav controls, and other gizmos. Depending on time I like to include various features to give it a realistic look and feel to it.
- First Deliverable
(by 97-11-19)
: - A relative good interface with Navigation, Zoom control, various displays.
- Second Deliverable
(by 97-11-26)
: - Structual stress model done. Perfect interface. Simple coupling of Strange attractor to the inertial systems of the ship. (In other words let the strange attractor pull the ship)
- Final Deliverable:
(by 97-12-05)
- Add projectiles to be tossed in to the strange attractor. Increase the controlability of the ship, make the coupling system more elaborate. Add realism.
- Breakdown:
- 20% Rendering
- 25% Modeling
- 25% Animation
- 30% Other (User Interface.)
- Ratified by: Aaron Isaksen
- General Description:
- We are going to make a network game using the 3D graphics OpenGL. Each ship will be a camera in the world and the game will allow multiple players to interact over a network connection. We also are planning to make a title screen that will use RenderMan for the surface rendering.
- First Deliverable
(by 97-11-19)
: - A single ship (camera) will be operable in a wireframe world. Also, the networking should work although we may not have implemented the multiple player feature yet.
- Second Deliverable
(by 97-11-26)
: - The multi-player feature should work along with player interactions: shooting, damage, death, destruction, mayhem. We will begin preliminary design of our dope-ass title screen.
- Final Deliverable:
(by 97-12-05)
- Addition of OpenGL textures to the wireframe world and objects. Completion of our dope-ass title screen. Optional additions of user interface (buttons, etc). --sound?? Reeeeaaallly big maybe there guys, but hey, you never know!
- Breakdown:
- 15% Rendering
- 35% Modeling
- 5% Animation
- 45% Other (The networking (multi-user) capability, general gameplay interactions (annurisms, bullets hitting ships, etc.), and user interface.)
- Ratified by: Lillian Chu
- General Description:
- An animation of popcorn being popped. It will start out with kernels falling into a skillet filled with oil. The kernels will react with the oil and stay submersed until they are ready to be popped. At this point, they will turn into popcorn and project from the skillet.
- First Deliverable
(by 97-11-19)
: - I will get the motion of the popcorn to work (by applying the animation to simple cubes instead of the modelled popcorn)
- Second Deliverable
(by 97-11-26)
: - The shaders will be added and hopefully the animation will be complete.
- Final Deliverable:
(by 97-12-05)
- The rendered animation with added sound. If I have extra time, I would like to composite the skillet with the popcorn (using alpha channels) over a modelled stove with electric burners that are glowing.
- Breakdown:
- 40% Rendering
- 20% Modeling
- 40% Animation
- Ratified by: Lillian Chu
- General Description:
- This will be either a short animated movie promo or a non-playable game demo featuring Boopy the Bunny, a cartoon rabbit. The animation will show two environments: a foggy or rainy forest and an underground cavern. There will probably not be a transition between the two areas (i.e., cliffhanger and cut to next scene). The forest will consist of trees and shrubbery on a bumpy terrain. There will be a lumbering tree monster who confronts Boopy. The caverns will feature rocky textures and objects, as well as inscriptions, crystal formations, and vicious spiders that descend from webs or crawl out of crevices. One spider may be crystalline. One of the scenes will feature a mist creature that either coalesces out of the fog or billows up from a crack in the ground. Boopy, the main character, may be more simplistic (ellipsoids) in order to put an emphasis on the creatures and details of each scene.
- First Deliverable
(by 97-11-19)
: - We will have most of the principal creatures modelled, and we will do rendering of various pieces of scenery (say, stone carvings, trees, rock and crystal formations).
- Second Deliverable
(by 97-11-26)
: - We will have one scene completely animated and the other with models for all creatures and major objects.
- Final Deliverable:
(by 97-12-05)
- The two scenes will be completely animated, with a walking Boopy, a lumbering tree monster with changing facial expressions, a billowing mist creature that can fly, and crawling spiders. The two scenes may or may not be linked by some transition like a rocky outcropping or pit that leads to the underground caverns.
- Breakdown:
- 45% Rendering
- 35% Modeling
- 20% Animation
- Ratified by: Dan Garcia
- General Description:
- The main purpose of this project is to be able to recover the (3-D) motion of a videocamera from the recorded film. We will videotape a scene featuring a table, moving the camera around to view the table from many different positions. We will then transform the tabletop into an aircraft carrier, complete with runway and con tower, by rendering these objects with the virtual camera positions corresponding to our recovered videocamera positions and pasting our rendered frames onto our recorded frames. There will also be an airplane that comes in for a landing on the aircraft carrier.
- First Deliverable
(by 97-11-19)
: - By this point, we will have captured our live video and have written our program to recover camera motion, as described in the definition of "Other" below.
- Second Deliverable
(by 97-11-26)
: - We will have finalized our camera motion recovery program, and created models of the objects that will be placed into our scene.
- Final Deliverable:
(by 97-12-05)
- We will have a complete movie (in Quicktime, AVI, or MPEG format) that contains all of of our models superimposed into our scene, in such a manner as described above. We may possibly add shadowing effects.
- Breakdown:
- 20% Modeling
- 40% Animation
- 40% Other (Algorithm for and implementation of the camera motion recovery program, either by recognition of markers in the scene, or by manual seleciton of particular points in each frame.)
- Ratified by: Aaron Isaksen
- General Description:
- We will implement a robot that will walk on a terrain. It will also have the capability of shooting laser beams and missles at fixed and moving targets.
- First Deliverable
(by 97-11-19)
: - Full working robot whose torso, head and legs move on a flat terrain.
- Second Deliverable
(by 97-11-26)
: - Make more complicated terrain for robot to walk on. In addition, the robot will have the capability of walking or rolling on this more complicated terrain.
- Final Deliverable:
(by 97-12-05)
- Add shooting capabilities on static and moving targets
- Breakdown:
- 20% Rendering
- 40% Modeling
- 40% Animation
- Ratified by: Brian Barsky
- General Description:
- Interactive game based on Missle Command Basically, defend Earth's cities from incoming alien's missles and spaceships. Game play is similar to Missle Command.
- First Deliverable
(by 97-11-19)
: - (Setup, basic structures, learn VRML and JavaScript) Flat terrain Multiple cities Single incoming missle (animated) Earth Command post Explosion
- Second Deliverable
(by 97-11-26)
: - (Game play, interactivity, and animations) Multiple incoming missles combine with active plasma warhead Earth patriot missles Mouse detection near incoming missles Collision detection
- Final Deliverable:
(by 97-12-05)
- (Modeling, final finish up, make it excellent) texture mapped cities and missles Curved terrain Realistic explosions (with light flash) Score board Multiple viewpoints option (Extra features if these are too easy, can be assigned if you this stuffs so far are easy, I will do on my own if I have time at the end) Introduction (with a brief animation of each weapons) Final Mother ship combat Multiple levels Ending
- Breakdown:
- 35% Modeling
- 30% Animation
- 35% Other (Game Play Interactivity Overall feel of the game Would you play it again feeling. Note: Speed of game is limited to VRML and current computer)
- Ratified by: Lillian Chu
- General Description:
- In this project we will recreate the lightcycles video game from the movie, TRON. We will use 3D graphics to make our game similar to the CG used in the TRON lightcycles sequences.
- First Deliverable
(by 97-11-19)
: - playing field gridlines cube playing pieces interaction crystal ball camera motion
- Second Deliverable
(by 97-11-26)
: - collision detection multiple playing pieces opaque walls primitive explosions
- Final Deliverable:
(by 97-12-05)
- translucent walls multi - viewport display explosions
- Breakdown:
- 15% Rendering
- 25% Modeling
- 30% Animation
- 30% Other (Interaction, Wowness. Also: Sheep. But not in corporeal form.)
- Ratified by: Dan Garcia
- General Description:
- We will be creating a short animated sequence featuring a 7up spot trying to fix his sign. It will start off with the sign flickering off, and a fizzle of electricity. At that point, the spot will peel off the sign, and fall down onto the floor. A spotlight will then shine on the spot and follow it around as it tries to find the power switch to repair his sign. His arms, legs, gloves, and sunglasses will pop out, and then he will walk towards a wavy, watery mirror. He will look at his reflection in the waves, and then he will stick his hands, followed by his head, into the mirror. At that point, he will be sucked in, only to be spit out again, dripping with water. He will become facinated with the puddle of water below him, splash around on it, and then fall through it into a 7up filled world. Bubbles will rise up. When he hits one it will pop, and he will be shot up. The bigger the bubble, the more force he's propelled by. He will finally reach the surface, where he finds a power switch. He flips the switch and the 7up goes away and the sign lights up again. The End.
- First Deliverable
(by 97-11-19)
: - The 7up spot will be rendered, with glasses, feet and arms. We will have the flashing sign and peeling spot completed, as well as the wavy mirror and water splashes.
- Second Deliverable
(by 97-11-26)
: - The 7up scene with floating bubbles will be done.
- Final Deliverable:
(by 97-12-05)
- Full animation will be completed, but if time does not allow for that, then we will have sequences of the main clips.
- Breakdown:
- 30% Rendering
- 40% Modeling
- 30% Animation
- Ratified by: Aaron Isaksen
- General Description:
- We will implement a ray tracer in Java. We will first concentrate on calculating various solids, such as spheres and cones, with simple surface models. Additional features include intersecting objects and CSG, reflection and transmission, texture mapping. If time allows, we'll add more complex objects, such as polyhedra, and more complicated shaders. The ray tracing can be interfaced with a scene description (java class) object. A simple language can be used to generate these objects.
- First Deliverable
(by 97-11-19)
: - Basics classes written for calculating intersections and normals. Scenes with disjoint diffuse and reflecting objects.
- Second Deliverable
(by 97-11-26)
: - Implement CSG. More complex objects. Texture mapping.
- Final Deliverable:
(by 97-12-05)
- Finish the interface. Simple web page text input. Make more complicated shaders.
- Breakdown:
- 50% Rendering
- 40% Modeling
- 10% Other (Interface (scene description language))
- Ratified by: Aaron Isaksen
- General Description:
- Whenever matter falls towards some central object with sufficient angular momentum that it cannot strike the object's surface it will settle into a rotationally supported disk. Such disks are an important stage in formation of planetary systems. They can also be observed in binary star systems where a bigger star (that might have collapsed into a neutron star or a black hole) is stripping matter from its smaller companion. The goal of this project is to provide a real time interactive 3D simulation of accretion disk formation and evolution using OpenGL.
- First Deliverable
(by 97-11-19)
: - Reasonably complex physical models describing the system's behavior. User interface defined. First simulation attempts.
- Second Deliverable
(by 97-11-26)
: - Functional simulation program for a binary star system with limited user interface.
- Final Deliverable:
(by 97-12-05)
- Add cosmetics, refined user interface, and any cool features that time will permit.(Allow arbitrary number stars in a system for example).
- Breakdown:
- 25% Rendering
- 45% Modeling
- 15% Animation
- 15% Other (User Interface)
- Ratified by: Aaron Isaksen
- General Description:
- Programmed in DirectX 5 on a PC, this is a flight simulator set in the Star Trek universe, with space combat, 2+ types of enemy ships, a wormhole which opens and closes, and realistic damage effects (explosions, collisions, etc.)
- First Deliverable
(by 97-11-19)
: - The model of the player ship should be flying around, firing weapons, turnning, after burners, internal and external camera views.
- Second Deliverable
(by 97-11-26)
: - Radar, speed, and all other cockpit controls; enemy ship models, attacking with some AI; explosion and collision.
- Final Deliverable:
(by 97-12-05)
- Wormhole animations; fly through wormhole; space station, debris floating. Possibly sound, etc.
- Breakdown:
- 10% Rendering
- 40% Modeling
- 40% Animation
- 10% Other (User interface, interactions, sounds.)
- Ratified by: Aaron Isaksen
- General Description:
- This project creats a scene with a pair of Chinese dolls, a toy truck, a toy bird and some gift boxes. These are put on a table. The head and body of the Chinese dolls are connected by a spring. Therefore, it is movable. The toy truck and the toy bird are movable too.
- First Deliverable
(by 97-11-19)
: - I will make the shape of the objects - dolls, table, boxes, toy truck and the wall. Texture and ray tracing will be made.
- Second Deliverable
(by 97-11-26)
: - I will add the animation. The head of the doll can move, the truck can move around. The dolls are standing in the truck.
- Final Deliverable:
(by 97-12-05)
- I will make the whole scene more real. Add another toy bird, which can move up and down or a bouncing ball. It depends on how much time I have.
- Breakdown:
- 30% Rendering
- 30% Modeling
- 30% Animation
- 10% Other (Art, Design and User Interface.)
- Ratified by: Aaron Isaksen
- General Description:
- We will write a polygonal renderer that will produce pen and ink illustrations from 3-d geometric models in realtime. We will create polygonal meshes based on human models and animate them in realtime.
- First Deliverable
(by 97-11-19)
: - Create polygon mesh structures for use in our renderer and a method of parsing them for internal data structures in the renderer. Start to draw basic pen and ink primitives.
- Second Deliverable
(by 97-11-26)
: - Algorithms to figure out silhouettes and cusp underlines. Model motion of human body. Start to draw 3d polygonal meshes.
- Final Deliverable:
(by 97-12-05)
- Complete the modeling of human body motion and finish user interface. We will be able to move or animate the human model in real-time.
- Breakdown:
- 45% Rendering
- 40% Modeling
- 10% Animation
- 5% Other (realtime)
Robin Lee Shen
A set of image files or one complex image file created by postscript language.
- Ratified by: Aaron Isaksen
- General Description:
- Creating a set of image files by using postscript language. The image files will be mainly on text fonts. It is purely based on the natural of postscript language.
- First Deliverable
(by 97-11-19)
: - a small set of image files or some parts of images for a relative complex scene.
- Second Deliverable
(by 97-11-26)
: - A medium set of image files or more parts for the complex image file.
- Final Deliverable:
(by 97-12-05)
- A final set of image files, or a relative complex image file with many parts appeared before.
- Breakdown:
- 50% Rendering
- 25% Modeling
- 25% Animation
- Ratified by: Dan Garcia
- General Description:
- Our project will simulate a 3-D kite. A user interface will allow the user to set shape, size, color, wind speed, etc. The program will then produce a wireframe model and simulation of the kite flying. The user can then decide to modify the kite or render the simultion.
- First Deliverable
(by 97-11-19)
: - Simulation of a wireframe model of a simple kite
- Second Deliverable
(by 97-11-26)
: - Add more parameters to simulation (i.e. varying wind speed and direction). Low-fidelity prototype of user interface design.
- Final Deliverable:
(by 97-12-05)
- Working user interface and rendering capabilities.
- Breakdown:
- 20% Rendering
- 30% Modeling
- 30% Animation
- 20% Other (User Interface)
- Ratified by: Dan Garcia
- General Description:
- We are going to implement a ray tracer in C++. Our ray tracer will handle spheres, planes, ellipsoids, cubes, and cylinders. Illumination will be Phong, with full reflectance possibilities. If time allows, we hope to include support for texture mapping, translucence(glass, water, etc.), and CSG. We also plan to implement 4- or 9-level supersampling. Oh yeah, also we will provide support for multiple light sources, both ambient and distant.
- First Deliverable
(by 97-11-19)
: - Classes written. Limited rendering capability: Spheres, planes, one ambient light source, one distant light source, no reflection yet.
- Second Deliverable
(by 97-11-26)
: - Implement Reflection, cylinders, ellipsoids (hopefully) and cubes.
- Final Deliverable:
(by 97-12-05)
- Support for multiple distant light sources, supersampling. Hopefully: CSG, texture mapping, fractal textures(???)
- Breakdown:
- 50% Rendering
- 40% Modeling
- 10% Other (User Interface (simple input language))
- Ratified by: Lillian Chu
- General Description:
- For our project, we are going to make an animated recreation of "The Play," at the Cal/Stanford big game of 1982. We will animate this recreation using Renderman. This project will involve creating a detailed model of Memorial Stadium, the football players, and, if time permits, the crowd.
- First Deliverable
(by 97-11-19)
: - For phase one, we will work on the animation. For the preliminary animations, we will only animate simple polygons. This is to allow us to render our animation quickly and test the results.
- Second Deliverable
(by 97-11-26)
: - for phase two, We plan to have Memorial stadium modelled and rendered. We also plan to create a model for an individual football player and the football.
- Final Deliverable:
(by 97-12-05)
- Phase three, we put it all together. If time permits, we will try to create a realistic moving crowd cheering in the stands.
- Breakdown:
- 25% Rendering
- 35% Modeling
- 25% Animation
- 15% Other (Research. We need to research blueprints of Memorial stadium. We also need to do research on realistic motion of football players. finally, we need to research "The Play" itself, and how it actually unfolded that great November afternoon in 1982!)
- Ratified by: Aaron Isaksen
- General Description:
- We propose to create a virtual fishtank featuring fish, eels, and other creatures of the deep sea which swim through the tank. The fish will be 3-dimensional with moving fins and tails, with some elements of interactivity with the user (e.g. feed the fish, follow the cursor like a real fish would follow your finger along the tank).
- First Deliverable
(by 97-11-19)
: - Create 3-dimensional models of fish and eels. Some preliminary elements of fish motion (e.g. fins moving, gills opening and closing) should be implemented. A static background will be created (to be animated later).
- Second Deliverable
(by 97-11-26)
: - Refinements made to fish movement (e.g. 'writhing' of torso as fish moves through the water), multiple fish created in the tank. Some AI algorithms governing movement implemented ( e.g. random movement of fish through tank, movement of fish toward food).
- Final Deliverable:
(by 97-12-05)
- Appearance of algae, dirty water with a clean-tank function, refining fish model - more accurate fins, realistic coloring, refine background - moving bubbles, plants.
- Breakdown:
- 5% Rendering
- 30% Modeling
- 30% Animation
- 35% Other (Artificial Intelligence algorithms that keep fish from bumping into each other and control movement of fish towards food and the cursor.)
Alex Brik
fast surface detection and 2D cluster detection
- Ratified by: Dan Garcia
- General Description:
- The purpose of the project is to implement a very fast O(n) surface detection algorithm. The algorithm will be used to detect a surface encompassing a number of particles in space whichmovements are described by some mathematical model (perhaps gravitation and repulsion forces). The program will allow to interactively change the position of the particles, and render snapshots of the model by either creating .rib files and feeding them to RenderMan, or by rendering them using Ray Tracer which might be implemented as an optional feature of the project. However, this functionality might not be implemented as projects goal is to make real time animation. During the course of the project two algorithm were developed for surface detection. An improvement to one of the algorithm requires detection of object boundaries: that is given points in 3D which represent some sort of a solid object, assuming that point density inside the object is qualitatively greater than that outside of an object (points outside represent noise or "fuzzy" object boundaries) try to determine object boundaries. This problem led to implementing another two algorithm to get a solution. These algorithms will be demonstrated in a 2d cluster detection program, which should detect boundaries of space on a plane with point density qualitatively greater than that of surroundings.
- First Deliverable
(by 97-11-19)
: - Working surface detection algorithm. what was implemented was algorithm outputing a set of edges representing surface's wireframe
- Second Deliverable
(by 97-11-26)
: - Mathematical model of particle movements is implemented. Interactive change of particle's position is implemented. Ability to change parameters of mathematical model interactively. What was actually implemented were: two algorithms whose outputs were set of triangles representing surface
- Final Deliverable:
(by 97-12-05)
- Rendering stillshots either by RenderMan or Ray Tracer. Hopefully what will be implemented: two algorithms which do fast surface detection. Demonstration of these algorithms will include a model of particle movements. Two algorithm used for 2d cluster detection. Perhaps, results of the second part of the project will be put together with the first part of the project if time allows.
- Breakdown:
- 25% Modeling
- 25% Animation
- 50% Other (most of the points I would like to go into algorithm development and implementation.)
- Ratified by: None
- General Description:
- Due to technical limitations, we've deccided to tone keep our vector-based Quake level walk-through on the PC. It seems as though the Palm Pilot, as good as it may be for playing solitaire, just doesn't have quite the moscle to handle the port, at least not without some significant changes to the design of our viewer. Here are some, but certainly not all, of the limitations we have encountered with the Palm Pilot: 1) It has no floating point processor. As it is, our renderer depends on floating point numbers for functionality, and as a result, would have to be completely converted to use fixed-point math, to even run on the palm pilot. 2) The Palm Pilot has a 16 bit architecture. Not only would we have to convert our floating point to fixed point integers, we'd have to make those integers 16 bit, at a tremendous loss of precision. Quake maps alone can be as large as 2^16 in numerical width, and vertices are not limited to discrete units. 3) The text segment for a Palm Pilot executable is limited in size to 64k. As it is, our executable is already that large, and that's just for the renderer, without collision detection and game objects. Data is also limited by 64k segments, and the smallest that comes with Quake, after having all superfluous data stripped out, is about 120k. 4) The Palm Pilot also relies heavily on the PalmOS to do most of its tasks, including video writes, with a considerable overhead cost. As a result, we're keeping the Aftershock code on the PC. However, we are forming the code with a structure that may one day be ported to the Palm Pilot or a similar, but more powerful, PDA. Our main goal now is to have fast code that involves as few video memory writes as possible (vector based polygons clipped before the output to video).
- First Deliverable
(by 97-11-19)
: - We intend to have a Quake level exporter which will take a typical Quake map file and strip it of all superfluous data (texture maps, light maps, lights, gameplay, enemies, items, etc.), leaving only the basic map polygons remaining. We will also have a PC version of the vector-based renderer which will be able to render the map and allow a walk-through, but without any visibility clipping (in essence, a wireframe model) or optimization.
- Second Deliverable
(by 97-11-26)
: - Next, we will add polygon clipping. We will also set up the framework for back-face culling and BSP trees.
- Final Deliverable:
(by 97-12-05)
- Completed optimization and viewer collision detection.
- Breakdown:
- 50% Rendering
- 10% Modeling
- 40% Other (Optimization.)
Kira Binh Tsu
Java Ray Tracer of Light and Glass
- Ratified by: Aaron Isaksen
- General Description:
- Write in Java a ray tracer specially designed for transparency rendering. Render glass spheres with different light sources and selectable indices of refraction. Animation at the end if I get to it.
- First Deliverable
(by 97-11-19)
: - I will have the first workings of a ray tracer done, perhaps only the basic ones.
- Second Deliverable
(by 97-11-26)
: - Implement more features of the ray tracer. Do the renderings.
- Final Deliverable:
(by 97-12-05)
- Set up simple user interface and animation.
- Breakdown:
- 40% Rendering
- 35% Modeling
- 15% Animation
- 10% Other (User Interface. Artistry. Basic conherence of project.)
- Ratified by: Lillian Chu
- General Description:
- There is no greater honor than to survive "THE MAZE." We, the masters behind this ultimate test of survival, are giving you so-called heroes a chance to prove yourself. To those higher beings who will eventually grade the performance of our maze, we humbly offer our following insights. We promise to entertain each new adventurer with at one lethal guardian of the maze. And he will live to his reputation! To those blundering fools who love to crash through maze walls for shortcuts, we guarantee that all you will get is just a bleedy crack on your sorry skulls. You are welcome to play with all the surprises we have installed for you.
- First Deliverable
(by 97-11-19)
: - Model our lethal guardians of the maze. Model all weapons and other maze goodies. Model our adventurer from adventurerer's point of view and from other perspectives.
- Second Deliverable
(by 97-11-26)
: - Perform collision detection (When an adventurer collides with a physical object), hidden surface removal (avoid outputing hidden surfaces). Implement partial user- interface.
- Final Deliverable:
(by 97-12-05)
- A working maze with lethal guardians chasing after our nice little player and attempting to squash him. Our brave player uses his weapons and his brain to defeat the guardians and survive the treacherous maze, without running through walls.
- Breakdown:
- 15% Rendering
- 40% Modeling
- 45% Other (User interface - Keyboard control for moving around - Weapon control)
- Ratified by: Aaron Isaksen
- General Description:
- We would like to animate the life of a tree: from the time it sprouts out from the ground until all it's leaves fall and the tree withers away. Our goal is for as much realism as possible by depicting the 4 seasons. Spring will be the start with rain and the tree growing from the ground. Summer will see the full bloom of the tree with green leaves. In Fall, the leaves will turn brown and fall from the tree. And in winter, you will see leaveless branches weighed down by snow. Both the snow and rain will be governed by wind factors and not just fall lifelessly straight down. The leaves themselves will also exhibit behaviors influenced by the wind. We'd also like to render the rain so that each droplet will form ripples on the wet ground, and snow will clump up in patches both on the tree and on the ground. The death of the tree will remain a surprise. Extra features such as birds flying by and the changing of the clouds and shadowing the tree by the movements of the sun shall also be attempted.
- First Deliverable
(by 97-11-19)
: - Since we more or less have the tree completed, we'd like to have as perfect of a tree as possible at this time along with a nice texture for the tree. In addition, we'd like to have the background rendered completely (the grass and sky). Models for both the snow and rain will hopefully be done as well as their natural animations in a linear fashion (rain and snow falling straight down or in some fixed direction).
- Second Deliverable
(by 97-11-26)
: - We'd like to have the animation of the leaves falling in a random fashion done by now. This should easily lead into the completion of both the rain and snow to fall in a more realistic manner (goverened by the wind perhaps). Also, we'd like to have at least started on incorporating all the elements into distince seasons.
- Final Deliverable:
(by 97-12-05)
- The extras, such as birds, cloud movement, and shadows projected by the moving sun, hopefully will be integrated. And finally, one smooth movie that goes from season to season should hopefully be done.
- Breakdown:
- 30% Rendering
- 30% Modeling
- 40% Animation
- Ratified by: Dan Garcia
- General Description:
- A short animaated movie of growing and flowering plants with user interface that user can control the speed of growth.
- First Deliverable
(by 97-11-19)
: - Design plants, their growing sequence, and user interface.
- Second Deliverable
(by 97-11-26)
: - Animation and rendering.
- Final Deliverable:
(by 97-12-05)
- userinterface.
- Breakdown:
- 20% Rendering
- 30% Modeling
- 40% Animation
- 10% Other (User interface.)
- Ratified by: Dan Garcia
- General Description:
- We will write a program which simulates the melting of solid objects. This melting will be controlled by specifications the user enters regarding the number of heat sources, their intensities, positions, etc. and the ambient temperature. We will try to incorporate realism into the model including parameters such as specific heat, viscosity, and heat propagation through the body of the solid. A front end will be constructed which will accept an object model and other parameters relevant for the simulation. A basic user interface will be built for control of the simulation.
- First Deliverable
(by 97-11-19)
: - We will have a complete physical model in place, including all parameters, volume partitioning algorithm, voxel representation, and cursory melting algorithm.
- Second Deliverable
(by 97-11-26)
: - Code implementation of the above should be complete, though perhaps in rough form. Testing and modification of the melting algorithm will be in progress.
- Final Deliverable:
(by 97-12-05)
- Smoothing of surfaces, cosmetic improvements to the interface, final attempts at realism, and completion of the front end. If our results look slightly convincing, and if the alignment of the planets is favorable, we may port the output to Renderman for a top-class rendering of the simulation, however, this would be a supplement to the project only to be done if time permits.
- Breakdown:
- 10% Rendering
- 50% Modeling
- 5% Animation
- 35% Other (user interface and handling of user input; amount of physics incorporated into model, learning and possibly interfacing with the IMPULSE system, and ultimate realism acheived (yikes!))
- Ratified by: Lillian Chu
- General Description:
- This is a first person military simulation game that is set in a 3D world. The game will consist of three levels that have specific goals that the player must manuver his craft to accomplish. We will model the players objects and the world ourselves, and use OpenGL to render the scenes in real time.
- First Deliverable
(by 97-11-19)
: - We will have the world fully modeled and have a pre- programmed path that the camera will follow to demostrate its broadness and depth. The level descriptions will also be finished.
- Second Deliverable
(by 97-11-26)
: - The player objects will be modeled and added to the world for the first level. Elementary motion control will be ready so that the player may roam freely within the world.
- Final Deliverable:
(by 97-12-05)
- The full simulation will be complete which will include: 1) Collision detections 2) Seconday player actions - missles, lasers 3) AI for computer controlled objects 4) 3 Levels
- Breakdown:
- 40% Rendering
- 40% Modeling
- 10% Animation
- 10% Other (3D interaction - collisions and AI interaction with its 3D awareness)
- Ratified by: Dan Garcia
- General Description:
- Walt Disney's major motion picture taken to a whole new level of entertainment. Hop into a lightcycle and battle it out in the Arena Cube!! Tron 3 will have FULL 3D battling with the ability of cycles to climb along the Arena Cube walls and ceiling. Up to 8 players can participate over a TCPIP network (ethernet recommended). Choose from 4 different camera angles ranging from lightcycle cockpit view to trailing overhead angled view. Experience the excitement with translucent walls, polygon explosions, and even wall destroying rockets to get you out of those tight situations. A Renderman animated trailer will start the game.
- First Deliverable
(by 97-11-19)
: - Alpha stage engine with very simple models. Wireframe polygons and no collision detection. Part of intro Renderman sequence done. Simple camera views with hard 90 degree movement.
- Second Deliverable
(by 97-11-26)
: - Collision detection and simple computer game ai added. Filled/shaded polygons. Smoother moving camera views. Intro sequence complete. Beta stage engine with final models incorporated.
- Final Deliverable:
(by 97-12-05)
- More complex AI complete. Polygon explosions incorporated. 8 player network support complete.
- Breakdown:
- 10% Rendering
- 20% Modeling
- 40% Animation
- 30% Other (Gameplay. How fun, eye catching, and addicting the game is.)
- Ratified by: Lillian Chu
- General Description:
- User interactive car racing game. Platform used: OpenGL.
- First Deliverable
(by 97-11-19)
: - User controlled car is built. Curve suface may be built depends on whether it's still fast for rendering. wheels and a firstly designed road are built. Camera availble for viewing.
- Second Deliverable
(by 97-11-26)
: - Moutains on the side of road are built. Road track is further built. Simple computerized cars are built to test.
- Final Deliverable:
(by 97-12-05)
- Computerized cars are racing with player's car. Moutains and road track are finally finished. If time allow, weapons and some buildings are added into the game.
- Breakdown:
- 15% Rendering
- 40% Modeling
- 35% Animation
- 10% Other (user interface.)
- Ratified by: Aaron Isaksen
- General Description:
- We are planning an orbital simulator which models celestial objects under laws of physics. Users can watch models of real-world planets and satellites orbit -- or they can tweak any object's size, mass, translational and rotational velocity (both direction and magnitude), and distance from other objects on the fly and run to see if they now orbit, spin away from each other, or collide. User can also replace the planets with other objects ranging from binary star systems to giant teapots.
- First Deliverable
(by 97-11-19)
: - We will implement the initial modelling and setup in OpenGL of real-world celestial objects.
- Second Deliverable
(by 97-11-26)
: - We will implement user-definable variable controls for the object's parameters. We will also model more celestial objects (e.g. binary stars) and more unusual anomalies (e.g giant teapots).
- Final Deliverable:
(by 97-12-05)
- We will implement collision detection and model both inelastic and elastic particle collisions and refine the user interface. Time permitting, we will implement collisions in which the objects break-up and direct manipulation of objects' parameters in the UI. (E.g. Translational velocity will be represented by on-screen vectors that can be dragged to any size for magnitude and direction.)
- Breakdown:
- 10% Rendering
- 40% Modeling
- 40% Animation
- 10% Other (User interface)
- Ratified by: Dan Garcia
- General Description:
- Create a general model of the UC Berkeley campus, centering the most attention around the Camponile... Then create an animation of an explosion, beginning at the top of the Camponile and expanding outward, eventually affecting the entire campus.
- First Deliverable
(by 97-11-19)
: - Create the random, reasonable-looking fragments of given objects that would occur when that object is hit by an explosion... The fragments should look reasonable, no matter where the explosion is placed in the object...
- Second Deliverable
(by 97-11-26)
: - Generate a reasonable-looking explosion. Realistically model the movement of the pieces of objects hit by the explosion.
- Final Deliverable:
(by 97-12-05)
- Create the model for the Camponile. As time allows, create models for the other nearby buildings on campus. Create an animation for the explosion at the top of the Camponile. As time allows, simulate explosions beginning at other locations along the Camponile, and throughout the nearby buildings.
- Breakdown:
- 10% Rendering
- 15% Modeling
- 25% Animation
- 50% Other (Our idea is kinda hard to split into those categories... The "Other" would be the realistic simulation of the breakup of objects into pieces, and the simulation of the effect of the explosion on those pieces.)
- Ratified by: Brian Barsky
- General Description:
- An interactive Othello (Ataxx) game. It will render texture-mapped pieces and animate moves. Different animations will be used depending on the type of move that is made (number and directions of pieces overtaken).
- First Deliverable
(by 97-11-19)
: - Game engine completed. The game should be playable and should have wireframe graphics. No animations done yet.
- Second Deliverable
(by 97-11-26)
: - All rendering should be done. The game will be complete except animations during moves.
- Final Deliverable:
(by 97-12-05)
- Completed game as described.
- Breakdown:
- 45% Rendering
- 15% Modeling
- 40% Animation
- Ratified by: Dan Garcia
- General Description:
- Simulation of how bacteria react to sugar gradients and toxin gradients. The parameters users can specify are number of bacteria and the description of gradients in an input file. This will allow users to statistically behavior of bacteria behavior under these environments. There will be 2 viewing modes: one with gradients represented by color, the other with gradients represented by mountain ridges.
- First Deliverable
(by 97-11-19)
: - Simple representation of bacteria. Viewing mode with gradients represented by color. Input file interface for gradient mapping. User interface for addition/deletion of bacteria.
- Second Deliverable
(by 97-11-26)
: - More advanced representation of bacteria. Viewing mode with gradients represented by mountain ridges (initial stages).
- Final Deliverable:
(by 97-12-05)
- Everything.
- Breakdown:
- 30% Modeling
- 20% Animation
- 50% Other (User interface)
- Ratified by: Aaron Isaksen
- General Description:
- Creating a face and animating the expressions on it, using user input. We're going to create a modeling language which will allow users to cause facial expressions, define new ones, and manipulate facial control surfaces.
- First Deliverable
(by 97-11-19)
: - Face with moveable camera view. No functioning control surfaces.
- Second Deliverable
(by 97-11-26)
: - Implementation of control surfaces and modeling language.
- Final Deliverable:
(by 97-12-05)
- Facial animator and modeling language fully implemented, if time permits, a front-end which animates face according to typed text.
- Breakdown:
- 30% Modeling
- 50% Animation
- 20% Other (The modeling language and the user interaction.)
- Ratified by: Aaron Isaksen
- General Description:
- We model a city and we have a ship (aircraft) flying through the streets. We fix our camera within the ship.
- First Deliverable
(by 97-11-19)
: - We plan to have made simple moels of buildings and make a movable camera.
- Second Deliverable
(by 97-11-26)
: - We plan to make more complex buildings, texture etc.
- Final Deliverable:
(by 97-12-05)
- We put everything together.
- Breakdown:
- 40% Rendering
- 50% Modeling
- 10% Animation
- Ratified by: Dan Garcia
- General Description:
- Virtual Car Game: This wil be a game in which the user can drive a car around a virtual world. The car wil have weapons and other special abilities. Races and or two player competition mode will be added.
- First Deliverable
(by 97-11-19)
: - A working car, untextured. This car will have both external and driver's seat views. The user will be able to operate the vehicle.
- Second Deliverable
(by 97-11-26)
: - The car and the world it travels will be completed. The world will include ramps and other interseting things. Some weapons will be added to the car. The car will have textures. The car will have accurate physical bahavior; if you dirve the two side wheels up a ramp, it will tip over; when in the air, the car will move correctly i.e. not just float, thus it may not land on all four wheels at the same time etc; Driving up an an incline will be more difficult than on level ground.
- Final Deliverable:
(by 97-12-05)
- The working game will be completed. Collision detection and other game features will be in place. Two player mode will be added if time permits.
- Breakdown:
- 50% Animation
- 50% Other (Good game play, i.e., good car manuverability, fun, etc. Acurate physics (friction etc). Weapons, special features.)
- Ratified by: None
- General Description:
- This project will be a short animation starring a thrown away coke can in a dark alley. Then it will cautiously come to life and start dancing under the alley light that spot lights it. At the end of dance, a passing car will run over the can, and the crushed can will go behind the spot light. Depending on time constraint, I hope to throw in some alley animals and familiar objects, such as a cat, an empty bottle, etc.
- First Deliverable
(by 97-11-19)
: - Alley scene, and basic shape of coke can before any transformation(the can will go throug a series of transformation while dancing) will be done.
- Second Deliverable
(by 97-11-26)
: - A series of coke can's transformation will be done by this date including the crushed shape.
- Final Deliverable:
(by 97-12-05)
- Final touch-ups in animation, passing car, as well as option alley animals and objects will be implemented.
- Breakdown:
- 40% Rendering
- 30% Modeling
- 30% Animation
- Ratified by: Dan Garcia
- General Description:
- An animation in which the camera goes down a hall way and into every room on the hall way. All rooms will have the same objects, but rendered with different shaders (as indicated by the label on the door.) The types of shading for each room will be the same as that in the Pixar Shutterbug series. In essence, this will be an animated version of the stills in the seris.
- First Deliverable
(by 97-11-19)
: - Finished the code for the room, as well as the first shader. One will be able to see the first picture in the shutterbug series.
- Second Deliverable
(by 97-11-26)
: - All the rooms with all the shaders, so one will see the entire shutterbug series.
- Final Deliverable:
(by 97-12-05)
- Putting together all the stills and form the animation. In the end, one will be able to watch the film, in which the camera goes down the hall, opens a door, and one sees a room in the shutterbug series, and the camera looks around and then comes out and go on to the next room.
- Breakdown:
- 45% Rendering
- 20% Modeling
- 35% Animation
- Ratified by: Lillian Chu
- General Description:
- A short animated film about life, universe and everything. Or at least close to everything. This movie is a surrealistic take on outerspace and different relationships between objects and our perception of objects. In this movie we will morph viewer's perception of an object as well as have a surprise ending.
- First Deliverable
(by 97-11-19)
: - Complete story board, render some of the scenes as stills. Complete most models such as spaceship, light bulbs, planets, etc.
- Second Deliverable
(by 97-11-26)
: - Complete all models, some of the animated scenes
- Final Deliverable:
(by 97-12-05)
- Complete animation with proper transitions and perhaps a good soundtrack...
- Breakdown:
- 25% Rendering
- 30% Modeling
- 40% Animation
- 5% Other (Use Adobe Premier to do transitions, music synch and sound fx.)
WWW Maven: Dan Garcia (ddgarcia@cs.berkeley.edu)
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