Hello, We are team Odyssey and our project is

Poseidon

CSCI 580 Spring 2015 Final Project

Project Proposal

In our project, we will simulate a flooded room by using the path tracing algorithm to shade a room with some colored objects inside such as boxes and spheres. At the same time, we will simulate the realistic water motion on floor which indicating that the room is flooded. An flooded room is a kind of common scenes in games and 3D movies.

Design

Room design from Jingjing Qu and Object design from Juncheng Yang.

Programming

Path tracing and UI from Jianan Xing. Water simulation from Yaguang Li.

Combination

Combination from Jianan Xing and accelerate ray tracing from Juncheng Yang.

Test

Test and refine by Yaguang Li. Report writing from all team members.

Implementation

In this project, we firstly do the initialization of textures,material and objects.Then the process of distributed ray-tracing is started, and it ends when the maximum number of bounce is reached. Finally, the accumlated result will be written to the frame buffer.
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Water Simulation

A simple water model is used, which models the water surface as a plane and uses normal mapping together with ∆u∆v mapping to simulate the surface motion of the water.

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Global Illumination

With ray-tracing, we can easily get the reflection and the diffusion light,using the Phong model to do the light calcualtion.

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Cube Shading

Cube Intersection: A cube is represented by two points: the point with largest coordinates Tmax and the point with smallest coordinates Tmin.

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GUI Interaction

1) Keyboard interaction: Users can move the camera in 6 directions. 2) Mouse interaction: Users can change the perspective by dragging mouse through the window of our program

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SphereShading

Sphere Intersection: Sphere objects are represented by their center coordinate Sc and their radius r.We need to determine whether the distance between the light and the spheres center is larger than r.

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Challenges

1) Noise Redection: Due to limit of GLSL, we use Monte Carlo Sampling to genertae random rays. 2) Anti-aliasing: To reduce aliasing effects, we use the method of sub-pixel sampling.

Results

In this project, we applied several methods to simulating a house with cubes and spheres, i.e., distributed ray-tracing and normal mapping. In addition, we present our solution to the challenges faced while implementing our project. The result shows that the project is able to vividly simulate the scene in real-time, with less noise and anti-aliasing.
90

Programming

80

Design

85

Report

100

Team Work

Our team members

client-1

Genius only means hard-working all one's life.

Jingjing Qu
client-2

The man who has made up his mind to win will never say "impossible ".

Jianan Xing
client-2

Enrich your life today. Yesterday is history. Tomorrow is mystery.

Yaguang Li
client-2

There is no such thing as a great talent without great will - power.

Juncheng Yang

Drop us an email

If you have any question or discuss topic related to CSCI 580, 3D rendering and international students's life, contact us through the following email thread.