- How to run
- General description
- Implementation details
- Demonstration of the scene
- Contributors
- License
cd src
make
./pgm
In this project, we describe a scene on the sea. It is a place where hide a lot of reef, and where a fight just happened. The fight killed a lot of fish and destroyed boats, so we see a shipwreck and planks floating on the sea. Again, there is a fighter who whirls around this marine area, and launches missiles without stops. In the sky there is also a bizarre and giant bird, which chaisse the fighter.
On the code side, we try to use all the techniques introduced in the course, in particular simulation, animation and texture etc. We find a way to represent the wave and vary the noise of Perlin over time.
In fact, this bird comes from science fiction Hyperion, which is a human-killer and therefore the symbol of war. We hope this scene can make people understand that war is cruel and ugly.
More details can be found in our report located in report/Report_fr.pdf
To create the effect of the wave. We start from the initial terrain which uses Perlin noise.
So far the terrain remains static. To simulate a wave. We varied the parameters depending on the time. In this way we manage to create a wave effect.
We make a small remark that, so that the variations of wave are fluids, we add boolean variables, which allows us at the end of the process of repeating its variations in reverse, and start again the process in the direct sense.
The functions concerned are:
float evaluate_perlin_terrain_z (float u, float v, const gui_scene_structure & gui_scene)
vec3 evaluate_perlin_terrain (float u, float v, const gui_scene_structure & gui_scene)
void scene_model :: set_gui ()
The unknown creature takes its concept from science fiction Hyperion, which is a human-killer and therefore the symbol of war.
We use hierarchical animation to create and animate a creature unknown, wearing two weird wings and two long legs and thin. The hierarchical animation is mainly done on the two parts of the body. To simulate walking, we add the time delay in the rotation of the different parts of the legs.
It also follows a descriptive animation in the space that we are going to discuss later.
3 functions are concerned:
hierarchy_mesh_drawable create_creature()
void set_creature_rotation(float t_creature)
void set_data_creature_animation(std::map<std::string, GLuint>& shaders)
The fighter who flies in the animation is also built by the hierarchical construction. However, this object does not make a hierarchical animation. However, it is designed for animation descriptive.
We fixed a few points in space and we made interpolation by cardinal spline. Notice that if we use this way of interpolation, the first point and the last point do not have not passed through the object.
The cardinal spline interpolation details can be found in our report.
We have chosen K = 1 here. After calculating the p(t) at each moment we can translate the object to follow the interpolation.
However, this is obviously not enough. Because the simple translation cannot simulate the object's orientation. For improve, we must take into account the derivative of p(t).
What remains is to rotate the vector oriented by the object at vector p'(t).
3 functions are concerned:
hierarchy_mesh_drawable create_plane()
const vcl::vec3 set_plane_rotation(float t_creature)
const vcl::vec3 set_plane_rotation(float t_creature)
A skybox is a cube surrounding the stage on which a texture environment is plated. The skybox gives the illusion that the scene is immersed in a wider environment. The texture used must correspond to the case of an unfolded cube, and the colors level of the edges must be consistent on all the faces.
Once the cube is created, it is placed so as to encompass the scene, and permanently centered around the camera position. The size is specified using a b parameter passed in the function
mesh create_sky (float b)
The missile is a combination of a cylinder and a cone, to which we apply the simulation, so that it leaves the fighter and falls towards the sea with gravity.
For initialization, we create the missile together with the fighter at end of having the same speed and direction. Once the missle is created, we use the following formulas to renew its speed and position. Here F corresponds to gravity.
The physical model can be found in the report.
The missile has the following functions:
void set_missle_animation(const vcl::vec3& p_der)
const vcl::vec3 set_plane_rotation(float t_creature)
The other objects that appear in our model are mainly static, including dead fish, shipwreck, planks and rocks.
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The rocks are created in the same way as the wave, but static, that is to say, without varying the parameters in the noise of Perlin.
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Dead fish is created thanks to the billboard which consists of use images of objects on a transparent background as texture to represent objects of complex appearance on a simple geometry. We also modify fish so that they rotate with the camera. In addition, to have a floater effect on the sea, the fish have a timer to change their position together with the wave in time.
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The boards are rectangular parallelepipeds which float in the sea, the effect of which is carried out like dead fish.
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The sinking is simply created by adding points and connections in its corresponding mesh.
In order to add likelihood, the objects on it all have their clean texture.
The corresponding functions are:
mesh create_island(const gui_scene_structure& gui_scene)
mesh create_fish(float length, float width)
mesh create_box(float hight, float width, float length)
mesh create_boat(float length, float width, float height)
We will then give two screenshots of our animation screen: one is in the shader "mesh" configuration and the other in "wireframe", in which you can find all the objects presented above.
This project exists thanks to all the people who contribute.
We have also used the library VCL from https://github.com/drohmer/inf443_vcl