CSE 410: Computer Graphics Sessional

This was a course in my Level 4 Term 1.The name clearly suggests this is a course on Computer Graphics. In the theory class we learnt about basics computer graphics rendering techniques and algorithms. The sessional was all about implementing some techniques using C++'s OpenGL library.

Fully Controllable Camera,Sphere to/from Cube,Wheel

  1. Fully Controllable Camera Key map for different operation was implemented using math and raw OpenGL library.

    • up arrow - move forward
    • down arrow - move backward
    • right arrow - move right
    • left arrow - move left
    • PgUp - move up
    • PgDn - move down
    • 1 - rotate/look left
    • 2 - rotate/look right
    • 3 - look up
    • 4 - look down
    • 5 - tilt clockwise
    • 6 - tilt counterclockwise
  2. Sphere to/from Cube Key map for different operation was implemented using math and raw OpenGL library.

    • Home - cube to sphere
    • End - sphere to cube

    Drawn one eighth of a sphere, one fourth of a cylinder and a square once. Used transformations (translation, rotation etc.) to put them in the right places. And implemented the operations.

    Sphere to/from Cube with Fully Controllable Camera Sphere to/from Cube with Fully Controllable Camera

  3. Wheel Key map for different operation was implemented using math and raw OpenGL library.

  • w - move forward
  • s - move backward
  • a - rotate left
  • d - rotate right

Wheel Demo Wheel Demo

Unboxing a Cube

We were given a task in the lab to build a unboxing cube with basic translation in OpenGL.

Cube unboxing Cube unboxing

Modeling and ViewTransformation

Given the coordinated of a set of objects(triangle) and a set of transformations(translate,scale,rotate,push,pop) and the camera position (look and up) The task of this assignment was to find the final 2D coordinate that is modelling and view transformation with raw C++ without any library.

Ray Casting

Given a set of objects(sphere,pyramid and a chess board floor),a set of light source and the camera position. The goal is to generate an image with ray tracing and give the image a realistic look using shading like Phong Model,Lambert Mode.

Ray tracing output (before shading) Ray tracing output(before shading)

Ray tracing output(After shading) After shading

Fractals

This was not actually part of any assignment. I was loved the beauty of fractals so implemented a few fractals in OpenGL.

  • Fractal Tree
  • Koch Snowflake
  • Dragon Curve

Fractals