Professional Documents
Culture Documents
CST 325
Computer Graphics
12/15/2018
CST 325 Final Paper
The scene begins with a single sphere in world space with a directional light to the right
of the sphere is presented to the viewer. Shading has been applied to the sphere to
provide a fully lit surface on the right of the sphere and then the ambient light being
added to the shader being applied to the center and left sides of the sphere. This
lighting could be recreated using raytracing similar to what we did in module 2. As the
scene progresses the view perspective moves towards the sphere by changing the z
axis variable associated to the view perspective. During this translation of the camera
matrix the torpedo object that was outside of clip space begins to move towards the
sphere by gradually translating the world space of the torpedo object until it equals the
ray intersection of a point on the sphere object by calculating a ray from the torpedo
object to a point on the sphere. During the translation towards the intercept point on the
sphere the torpedo is then rotated around the intercept point before continuing towards
the intercept point. This could have been achieved by changing the creating an origin
point at the intercept point to use as a rotation point for the torpedo.
Upon impact the point of interception creates both a point light source at the interception
point as well as a slightly transparent sphere that expands outward. As the sphere
expands the point light loses its illumination and the sphere becomes more transparent.
Sean FIgel
CST 325
Computer Graphics
12/15/2018
The interception point then changes again as particle objects begin to expand following
a vector that is moving away from the point of interception. The interception point also
has a different texture applied to differentiate it from the rest of the planet texture. As the
fire begins to move across the surface of the sphere, it looks like this effect could be
done through Phong Shading. The edge of the light could be calculated based off of the
z value of the pixel in relation to the point of impact of the torpedo. Pixels that are further
from the interception point will be black and begin to brighten the texture of the planet
until reaching the point that the next flame texture has expanded to.
As the camera rotates around the planet, the depth of the craters on the texture could
be created using a shadow texture on planet to provide increased depth as the angle of
the view perspective changes. Then the fire moves to overtake the camera the texture
of the planet is changed by increasing the color towards white with the fire effect
perhaps being created using vectors with a gradient color of white at the starting point of
orthographic projection of the planet the rendering changes from a simple sphere object
to more jagged polygons. As the view perspective is moving through the scene the view
volume is changing to limit what the rasterization process needs to project to clip space.
Looking towards some of the edges in the scene there are some artifacts present in the
scene which could have been caused by the algorithm as some pixels could be
matching cases in the shader where the pixel should be shadowed but could also be
giving a lighter texture producing a slight flicker on some of the polygons. During the
Sean FIgel
CST 325
Computer Graphics
12/15/2018
scene there also seems to be some portion of the code for the scene that when the view
matrix reaches a specific point in world space a section of pixels are removed in the
shape of a triangle from the object closes to the camera. I think this could have been
accomplished using a variation of the Painter’s Algorithm. By removing the object that is
the closest to the view perspective the next closest object will then be visible through
the opening created. Since the view perspective and view volume is moving very rapidly
through the world space the geometric processing for the cliffs and mountain ranges
allows for more jagged as they can be created with less polygons to save processing
time.
The water filling up the lower sections of the planet could be created using a plane with
a simple light blue texture and slowly increate the y axis value of the plane in world
space as the scene continues with a maximum limit on the y value for the plane. There
are also different textures being presented with the sections of the land that are not
being covered by the water plane. This could be created by using scanline rendering on
the frame. During this ambient light is being increased as the scene of the planet
creation continues to give the effect that light is being defused more and more as the
atmosphere is being created on the planet. The skybox texture changing from black with
white dots to simulate space to a blue color by slowly decreasing the transparency of
the blue color to give the view a progressive ambient lighting effect as well.
When the scene transition changes to the final scene there is a jarring jump in where
the view perspective is moved to a specific point in world space. This movement in
world space happens just after the 52 second mark in the clip. This could have been
Sean FIgel
CST 325
Computer Graphics
12/15/2018
created by coding a specific view matrix value for the view perspective to be at a
specific time frame. The objects within world space are the same between the frames
before and after the jump so the only thing that the cameras location with world space.
The snow might be created by using a second camera to provide a different perspective
view of the scene to then provide a minimum and maximum value for the pixels within
that view. If a pixel is in clip space above a specific value then the pixel will be colored
white. Since there seems to be a linear line through all of the mountains that are above
As the camera moves away from the planet the field of view begins to change creating a
look of zooming out over the water plane. This solid color of the water plane texture is
then used to translate the scene back to a view outside of the planet and to a more
perspective projection. The sphere in world space now has a texture of clouds and land
masses, a direction light is illuminating the surface of the sphere from the bottom right of
world space with the calculation of the illumination being done through ray tracing. The
view matrix during this is being transformed and rotating slowly to provide the effect of