Computer Graphics Final Project Topics and Ideas - Prof. Timothy E. Mcgraw, Study Guides, Projects, Research of Computer Science

Information on the final project topics and ideas for a computer graphics course. Students are required to submit a one-page proposal by a certain date, including team member names and a project description. The project can involve various areas such as application, tool, program, game, research, and implementation of new techniques. Ideas include generating ambient occlusion maps, particle system editor, parametric surface editor, and comparing illumination models. The document also covers concepts, equations, and applied topics related to computer graphics.

Typology: Study Guides, Projects, Research

Pre 2010

Uploaded on 07/30/2009

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Final Project Topics
๎€ŠSubmit one page proposal by Wednesday March 25
๎€ŠInclude:
๎€ŠTeam member names (1 or 2)
๎€ŠDescription of project
๎€ŠCopy of the paper, if applicable
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Final Project Topics

๎€Š Submit one page proposal by Wednesday March 25

๎€Š

Include:

๎€Š Team member names (1 or 2)

๎€Š Description of project

๎€Š Copy of the paper, if applicable

Final Project Topics

๎€Š Application

๎€Š Tool

๎€Š Program

๎€Š (^) Game or interactive scene ๎€Š

Research

๎€Š Implement new technique

๎€Š Compare 2 or more competing techniques

๎€Š (^) Based on visual results ๎€Š (^) Based on time

Ideas

๎€Š

Interactive Scene

๎€Š Load meshes using glm library

๎€Š At least be able to move the camera through the scene

๎€Š Animated objects

๎€Š Use shaders

๎€Š Multipass rendering techniques

๎€Š (^) Depth of Field, Motion Blur

๎€Š Occlusion query for visibility culling

๎€Š High dynamic range effects

๎€Š Deferred shading

Review

๎€Š Theoretical

๎€Š Concepts

๎€Š Equations

๎€Š Applied

๎€Š Concepts

๎€Š Functions, objects

Applied

Concepts ๎€Š (^) Particle systems/billboards ๎€Š (^) OpenGL Pipeline ๎€Š (^) Environment mapping ๎€Š (^) Sphere mapping, cube mapping, dual paraboloid ๎€Š (^) Texturing Mipmapping ๎€Š (^) Anisotropic filtering ๎€Š (^) Vertex Shaders, Fragment Shaders ๎€Š (^) Input, output variables ๎€Š (^) Built-in variables ๎€Š (^) Data types ๎€Š (^) Data type qualifiers ๎€Š (^) Emission Map ๎€Š (^) Specular map, specular exponent map ๎€Š (^) Normal map ๎€Š (^) Environment mapped bump mapping ๎€Š (^) Ambient Occlusion ๎€Š (^) Bent normal ๎€Š (^) Irradiance Map/Diffuse Environment Map

Applied

Functions, Objects

๎€Š Point sprites

๎€Š

Vertex buffer objects

๎€Š interleaved/noninterleaved

๎€Š Indexed, nonindexed

๎€Š Filling, offsets, drawing

๎€Š Alpha blending/depth buffer/

drawing order

๎€Š Cube Mapping

๎€Š

Framebuffer Object

๎€Š Mipmap generation

๎€Š Occlusion Query

๎€Š

GLSL texture samplers

and access functions

๎€Š

Per-vertex, per-fragment

lighting implementation

๎€Š Implementation of lighting

with normal mapping