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3D Graphics Project

Role

Solo Project

Summary

This is an out-door 3D scene to showcase low level graphics programming. Using mouse and keyboard movements the user can move around and explore the scenery. It includes a animated river surrounded by mountains and moving boats. The dark lit scene is brightened by a rotating and keyboard controlled lighthouse whilst the mountains are active emitting fire and smoke.  One boat includes stolen goods, an expensive reflective vase which projects shadows as light is reflected. Additionally, post processing effects such as the Instagram-style sepia filter with blur effect is included.

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Check out the video below.

Platform

PC Windows

Language

C++

Library

OpenGL

Duration

1 month

Video

Details

The project brief was to create a 3D scene, the scene above includes many features interlinked to the environment. This is to be a eerie dark lit scene as there a large river surrounded by tall mountains as the boats and lighthouse is intentionally distanced away to ensure the user explores the full environment. Each different area includes a different feature. The lighthouse is rotating and the light can be controlled by the keyboard inputs. The two boats are rotating around a pivot point, one is positioned closer to the middle of the scene and the other has a reflective vase which projects shadow maps. Mountains include an inner fire which with smoke arising while the water's waves are animated to slowly.

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Additional Software used: Visual Studio 2012, Autodesk Maya 2015

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Screenshots

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Roles

Game Mathematics -  Coordinate systems using a matrix transformations for positioning for all objects.

 

3D Computer Graphics -  Implementing textures, illumination for lighthouse and boat lighting. Shading for models,rendering techniques, normal maps, mipmaps, graphics pipeline.

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Special Effects -  Creating a fire, smoke particles effects with animated water. Adding post processing effect to render all objects with the effect being rendered first in the graphics pipeline and projecting the effect right in-front of the camera.

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Shaders - Implementing vertex and fragment shaders for particle effects, water and mountain objects.

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