Hacked By GeNErAL
Click to view album
Space Chaos is another one of my old flash games. Protect the earth from asteroids!
Chrono Karts is a 3D kart racing game my group made in our Fundamentals of 3D Graphics Programming course at RIT. We used DirectX 11 and the Havok vehicle API to build a competitive single/multiplayer arcade-style racing game. We even made a sweet user’s manual! [PDF, 660kb]
Hop into the driver’s seat and race to the finish! Players will put their skills to the test against intelligent agents and up to three friends, making use of powerful items and crazy time mechanics while traveling through exotic locales. Fans of Mario Kart and Diddy Kong Racing will feel right at home with its simple controls and light-hearted, arcade-style gameplay.
Here’s an old untitled Flash game I made in an afternoon back in 2006 using Macromedia Flash and Actionscript 2. It has sound, but I’ve disabled it since it was annoying 😀
“Investigation Into Raytracer Performance Improvements”
Warren R. Carithers
4003-571 Computer Graphics II
Project Page: http://bit.ly/hdVama
One of the disadvantages of raytracing versus other rendering techniques is that it can be very slow. In raytracing, however, rather than being tied together each pixel has its own independent operations which means raytracing can lend itself to parallelism very well.
Because of this, the main focus of my project will be to test and compare the use of several different threading models for the raytracer I am already building for the class. I will also be exploring the use of different spatial partitioning structures for both the scene and the rendered image (e.g. sending a tile to a thread rather than individual pixels).
The scene I use for this project could really be any scene or multiple scenes, but to make accurate comparisons I will have to be consistent and use the same scene for the different tests.
- Extend my raytracer to incorporate performance improvements
- Build a user interface for scene rendering and setting options for both the scene and performance tests.
System and Software:
I’ll be using C# and either WPF or WinForms. I’ll also be working with Windows 7, but in theory this should work on XP and Vista.
- GUI: The UI will have a viewport for rendering the scene. There will be a panel to modify render settings. This includes which threading model to use, any relevant thread settings, the spatial partitioning structure to use, and settings such as the number of samples per pixel, the number of threads to use and tree depth.
- Renderer: Because of the nature of the tests I’ll be doing, I’ll have to design the program in such a way that I can swap out different customizable components for certain parts of the render pipeline. This will likely be the second most difficult part of the project, after implementing multithreading.
I am responsible for the entire project.
Since this is an extension of the raytracer being built in class, project development will be somewhat tied to the raytracer development. The basic milestones will be the following:
- Basic program structure and UI capable of starting and displaying a render
- Ability to add components to render pipeline
- At least one tweakable threading component and one spatial partitioning implementation
- Additional render optimizations as time permits
- Final user interface for tweaking settings and rendering
- Perform tests with many different settings; prepare a report and postmortem
My presentation will simultaneously be a postmortem explaining what went right and what went wrong during the project and a presentation of the results of my tests.4003-571 Computer Graphics II
The goal of our raytracing project is to reproduce this historical image: This first exercise is just to roughly figure out all the positions of the objects in the scene: The floor, the two spheres, the camera and the light. Since all we’re really doing is getting some data, I decided to just quickly use Blender to get a rough version of the picture (just the positioning, basically). This is what I came up with in a few seconds: Here are the object positions:
- Camera: Position: <0.655, -5.807, 1.720> Rotation: <83.212°, 0°, 0°>
- Light: Position: <2.208, -6.018, 6.668> Energy 1.00, Distance 25, InvSq falloff
- Floor: Position: <0, 0, -0.205> Dimensions: <5.439, 10.602, 0>
- Big Sphere: Position: <0.831, 0.034, 1.129> Radius: 1.000
- Little Sphere: Position: <-0.605, 0.892, 0.543> Radius: 0.638
Imagination was an animation I did recently for my 2D Animation class. I focused mostly on making effective use of timing and audio for this project rather than simply doing heavy animation work.
Hacked By Shade
GreetZ : Prosox & Sxtz
Hacked By Shade <3