CSE 167 Final Project Summaries W2010
This web page lists all final projects. These projects will be presented in CSE conference room 4140 on Friday, Dec 3rd between 2 and 4pm.
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Aaron Schwartz and Patrick Li
Pirate Island
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Yimai Fang, Alaric Zhu, Stephen Chan
Platformer, Go!
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Richie Pham, Patrick Stammerjohn, Erick Zamora
The Day After Tomorrow
We will be generating a cityscape set after a global disaster in which the
residents of the city have fled. You pilot a rescue helicopter flying
around the city looking for stragglers on a bright sunny day. The city is
procedurally generated to be any square number of city blocks in size.
Each city block is divided into 25 units. There are 3 types of buildings:
one rectangular prism-shaped, one elliptic cylinder-shaped, and one
rectangular-pyramid. Each building type has 3 different possible textures.
We also generated some parks in the city filled with plants generated
using L-systems. These parks are treated as another building type, with a
certain probability of occurring and random tree type. On top of this,
buildings take up a varying number of block-units on the ground and have
varying heights.
This means that the variables for generating a city include number of city
blocks to generate, the probabilities of each type of building appearing,
the probabilities for each texture on a building, and the probabilities
for the size/height of the buildings. We will save 3 sets of these
parameters of which can be accessed using the 1, 2, or 3 keys. Pressing
these keys will regenerate the city with the specified parameter set.
The camera will follow behind the toon-shaded helicopter and point in the
same direction as the helicopter while it moves. The user can pivot the
camera to look in any direction using the mouse. The WASD keys will be
used to move in the X-Z plane and the Q and E keys will be used to adjust
elevation along the Y axis.
In summary:
Effects
- Procedurally generated city
- L-system trees
- Toon shading
- Display lists
Artistic Effort
- Textures for everything
- Good looking trees
- Beautiful looking helicopter
Controls
1: regenerate city with trees
2: regenerate city without trees, with mostly short buildings
3: regenerate city without trees, with mostly tall buildings
Q: move up
E: move down
W: move forward
S: move backward
A: move left
D: move right
M: toggle helicopter toon-shading on/off
P: toggle display list on/off
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Robert Pardridge, Christopher Jenkins, Kevin Reynolds
Geisel Returns Home
It is well known that Geisel Library resembles a huge spaceship. Almost every University of California, San Diego student has this thought at least once while walking past the library. In this project, we have actually turned Geisel Library into a spaceship. The user simply presses the Launch Button 'l' to initiate the launch sequence. The rocket engines fire up, unleashing exhaust and a fiery trail. Within moments, the library rises into the sky, with a trail of smoke and flame as it begins its journey home to the planet from which it came. It finally disappears into the sunset and everything returns to how it was before the campus was graced wtih the presence of Geisel Library.
To create our scene of Geisel launching back into space, we utilized environment mapping on the windows and on the walls leading up to the entrance, to reflect the sunset sky, which can be turned on and off using the 'e' key. The windows reflect the skybox that we modified to give the scene a feeling as though it was sunset. We also implemented shadow mapping on a shaking light to simulate the hard dancing shadows cast by flickering flames from the rocket, which is toggled with 'm'. The shaking makes it appear as though the flames from the rocket actually are casting shadows when they are really just textures using particle effects. We used billboard particle effects with animated textures for the rocket flames and smoke, which can be toggled with 'f' and 's' respectively. Finally, we utilized Vertex Buffer Objects for the scene geometry, which is toggled with 'v'. Various camera angles are utilized to give different looks at the rocket and the surrounding scene.
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Surajitha Elamurugu, Jonathan Lew
The theme for our project is a diorama of a roller coaster in the woods on a snowy winter night. We implemented a roller coaster using a piecewise Bezier curve. Two carts follow along the Bezier curve to simulate a roller coaster ride. The carts are unconnected to each other to give a playful feel to the scene (i.e. one cart is chasing the other). We combined the idea of figure skating and a loop-d-loop of a roller coaster to create our figure-eight shaped Bezier curve as our roller coaster track. The roller coaster is set in a snowy, wooded environment during nightfall. In addition, we implemented the particle effect of snow falling. The snowflakes are drawn using Koch curves (L-System). We optimized our snowflake generating routine using display lists since Koch curves are expensive to render dynamically. We calculated the vertices of a Koch curve once and used display lists to bind the drawing of the line segments. We also used structs to optimize our particle system and cart positions on the track.
The following are the keyboard controls to alter the scene:
‘w’ – move camera in the negative z direction (zoom in to scene)
‘s’ – move camera in the positive z direction (zoom out to scene)
‘a’ – move camera in the negative x direction (move left)
‘d’ – move camera in the positive x direction (move right)
Up arrow – move camera’s look at position in positive y direction (look up)
Down arrow – move camera’s look at position in negative y direction (look down)
Left arrow – move camera’s look at position in negative x direction (look left)
Right arrow – move camera’s look at position in positive x direction (look right)
‘r’ – reset camera to original position
‘p’ – pauses entire scene
‘f’ – toggles snow falling
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Grant Van Horn, Connor Worley
Cruisin UCSD
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Alfred Tarng, Joey Ly, Kuan-Ting (Tony) Lu
Journey Through the Multiverse
Newly born into this multiverse, GLUT.e, has been gifted with the power to travel between OpenGL space! With this power, GLUT.e wishes to find a universe where he can feel at home. Having dropped into empty space, he needs our help to find a universe to call his home.
GLUT.e came with powers that enabled him to communicate with the people from our planet earth, through the special interface called a “keyboard”. Give him commands so he knows what to do…
GLUT.e understands the following commands:
Key Controls
“W” = Move Forward
“A” = Rotate Left
“S” = Move Back
“D” = Rotate Right
“Q” = Strafe Left
“E” = Strafe Right
“F” = Float Upwards
Mouse Controls
Left Click + Move Mouse = Zoom In/Out
Right Click + Move Mouse = Trackball
TECHNICAL DESCRIPTION
The project features a player controlled character that is able to travel through different dimensions into different universes. He will pass through a door or portal of some sort and travel through it into a different world. Each of our worlds is based off a single theme and will implement various techniques appropriate for their different characteristics.
1) Starting Zone - The starting world where GLUT.e falls out of the sky. The (fractal)Tree of Life stands as a monument of where things start.
2) Cartoon World - world of cartoon features which implements toon shading.
3) Real World – world where we implement bump mapping to make a keyboard “pop”.
4) Shiny world - a world where the character becomes reflective, implementing reflective shading using environment mapping.
The character along with each scene will be carefully modeled and textures carefully chosen to improve our project aesthetically in order to satisfy the artistic requirements.
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Spencer Sim, Elliott Slaughter
Explosion
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Manju Kuttuva, Ramesh Viswanathan
Bowling 3D
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Manuel Navarro, Leoniel Lopez, Lex Lacson
Rockazoid Blaster
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David Srour, John Mangan, Shree Chowkwale
Alien Smash!
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Anthony Chen, Vincent Chen, Nadia Zeng
Robot Dance Revolution
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James Lue, Wallace Lee, Velu Ganapathy
A Day at the Museum
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Matthew Religioso, Suzy Kim, Wyatt Lam
Robot Warz
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Robert Dunlap, Nicholas Feinberg, Nicholas Swenson
Codename Chinook
Chinook is a project that that builds a procedurally generated landscape. The fractal terrain is built using a perlin noise generator, and is colored based on the resulting height. The terrain is dotted with plants generated using L-Systems. The landscape contains a procedurally built city with random building generation. The whole landscape is contains with a sky box with clouds and a sun. The user can explore the landscape using keyboard commands.
Commands:
w - move forward
s - move back
a - move left
d - move right
r - move user up
f - move user down
mouse - look
"SHIFT -" decrease terrain detail
"SHIFT +" increase terrain detail
l - wire-frame view toggle
v - toggle vehicle view
numbers 1-9 - generate preset world
0 - generate random world
SPACE - reset terrain location
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Mabel Zhang, Khanh Luc, Gary Chow
Age of Explorations
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Steven Kenyon Vitus Lorenz-Meyer, Ying Li
In our project we created a procedurally generated city. In that city
we procedurally placed fractal trees. The density of buildings as well
as the density of trees is configurable. The number of city blocks can
also be changed. The city can be explored with a car. It has polygon
level collision detection with other cars. The trees and buildings use
bounding boxes to detect collisions so that the demo is not unusably
slow. The car is controlled with the arrow keys. S and W can also be
used to adjust the users vertical position within the car. Finally,
C can be pressed to turn collision detection on and off.
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Facundo Ramos
In this project I created an animated action scene. We find our two characters, Steve the gun and Paco the artist who have found themselves in a disagreement. Steve had asked Paco to create an artistic tree as a piece of decoration for his house. When Paco finished his piece he showed it to Steve but Steve was not happy, Paco had made a Sierpinski triangle based tree. Steve, infuriated decided to use his gun powers to shoot Paco out of anger. Thus this scene features Paco running away from Steve to try and survive.
The scene is interactive with the following key strokes:
P - Pauses the scene to be able to capture the action that is happening
1 - Switches to camera one. A camera sitting in the corner of the room with the view of most of the room
2 - Switches to camera two. A camera that is always in front of Paco as he tries to make an escape. Allowing the viewer to follow the action from up close.
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| Attachment | Action | Size | Date | Who | Comment |
| schwartz_li.jpg | props, move | 20.8 K | 03 Dec 2010 - 09:31 | JuergenSchulze | |
| chan_fang_zhu.jpg | props, move | 18.7 K | 03 Dec 2010 - 10:01 | JuergenSchulze | |
| pham_stammerjohn_zamora1.jpg | props, move | 33.3 K | 03 Dec 2010 - 10:13 | JuergenSchulze | |
| pham_stammerjohn_zamora3.jpg | props, move | 25.8 K | 03 Dec 2010 - 10:13 | JuergenSchulze | |
| pham_stammerjohn_zamora4.jpg | props, move | 27.5 K | 03 Dec 2010 - 10:13 | JuergenSchulze | |
| pardridge_jenkins_reynolds.jpg | props, move | 15.2 K | 03 Dec 2010 - 10:22 | JuergenSchulze | |
| elamurugu_lew1s.jpg | props, move | 21.3 K | 03 Dec 2010 - 10:28 | JuergenSchulze | |
| elamurugu_lew2s.jpg | props, move | 16.8 K | 03 Dec 2010 - 10:28 | JuergenSchulze | |
| worley_vanhorn.jpg | props, move | 18.7 K | 03 Dec 2010 - 10:45 | JuergenSchulze | |
| tarng_ly_lu1.jpg | props, move | 27.8 K | 03 Dec 2010 - 10:51 | JuergenSchulze | |
| tarng_ly_lu2.jpg | props, move | 14.0 K | 03 Dec 2010 - 10:51 | JuergenSchulze | |
| tarng_ly_lu3.jpg | props, move | 36.5 K | 03 Dec 2010 - 10:51 | JuergenSchulze | |
| sim_slaughter2.jpg | props, move | 14.0 K | 03 Dec 2010 - 10:57 | JuergenSchulze | |
| kuttuva_viswanathan.jpg | props, move | 10.5 K | 03 Dec 2010 - 11:03 | JuergenSchulze | |
| lopez_lacson_navarro.jpg | props, move | 16.4 K | 03 Dec 2010 - 11:10 | JuergenSchulze | |
| srour_mangan_chowkwale.jpg | props, move | 32.8 K | 03 Dec 2010 - 11:36 | JuergenSchulze | |
| chen_chen_zeng.jpg | props, move | 13.7 K | 03 Dec 2010 - 11:41 | JuergenSchulze | |
| lue_lee_ganapathy.jpg | props, move | 9.9 K | 03 Dec 2010 - 11:53 | JuergenSchulze | |
| religioso_kim_lam.jpg | props, move | 11.4 K | 03 Dec 2010 - 11:58 | JuergenSchulze | |
| dunlap_feinberg_swenson.jpg | props, move | 9.4 K | 03 Dec 2010 - 12:05 | JuergenSchulze | |
| zhang_luc_chow.jpg | props, move | 21.9 K | 03 Dec 2010 - 12:15 | JuergenSchulze | |
| kenyon_lorenz_li.jpg | props, move | 32.5 K | 03 Dec 2010 - 12:28 | JuergenSchulze | |
| ramos.jpg | props, move | 8.0 K | 04 Dec 2010 - 05:53 | JuergenSchulze | |
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