OpenGL Projects

Putting the 'Amin' back into gaming...

Required Libraries:

All of the following source code uses OpenGL and GLUT. Make sure you download the right version for your operating system.

 

Other Libraries:

These are not used by all, but much of the code here.

Fmod: Used for sound.

DevIL – OpenIL: Image processing library.

Current

Shake-and-Bake Visualizer - DeskMol 2

This work is related to my research project at the Center For Computational Research.

Collaborative (Networked) Molecule Viewer/Editor. Compatible with Windows, Linux, Irix, Max OS X.

Also compatible with the CAVE Virtual Reality System.

Find out more...

 

Spring '04

My objective and motivation for taking this independent study was to learn advanced OpenGL techniques, not currently covered in any of the courses offered by my department, Computer Science and Engineering.

I met with Dr. Pape twice a week on Tuesdays and Thursdays from 11am to 1pm, during the lectures of DMS524 Programming Graphics II, based on the advice of my advisor, Dr. Russ Miller. The topics of study included Virtual Reality, rendering of imported 3D models from Maya and 3D Studio Max, particle systems, spring systems, multi-texturing, light-mapping, collision detection, scene graphs, interactivity, and other rendering techniques.

During this time I have been working on a scene graph based graphics engine, implementing different particle systems to react to sound, terrain rendering, frustum culling & rendering optimizations, as well as research involving bump mapping, multi-texturing, sky boxes, sound and image processing.


Some of the main papers which I read are:
1) A Practical and Robust Bump-mapping Technique for Today’s GPUs, Mark Kilgard, 2000
2) Improving Shadows and Reflections via the Stencil Buffer, Mark Kilgard, 1999
3) Shadow Mapping with Today’s OpenGL Hardware, Mark Kilgard, 2000
4) Computations for Hardware Lighting and Shading, Mark J. Kilgard, 2000

Jan '04

Source not ready

Spectrum Analyzer (work in progress)

Makes use of Fmod and XEngine to render the spectrum data in different ways.

Fall '03

Source

(MSVC .NET)

C++

XEngine 1.0

This is my first attempt at a game engine. It is an object-oriented design with the topmost object being Object3D. Objects are managed by Object3DEngine that takes care of input, rendering the objects in the right order, displaying radar and 3D map and more. Full support for texturing and sound is is done through using Fmod for sound and DevIL for imaging.

  • Full texturing support
  • Sound support
  • Heightmap rendering (multi-texturing)
  • Wavefront object import
  • .3ds object import
  • Full camera support
  • Full lighting support
  • keyboard and mouse interaction support
  • Some motion physics (air drag, gravity, whiplash)
  • Support for extended object physics (Car, Plane, etc)

Fall '03

Source

(MSVC .NET)

ANSI C

Gran Teapotsmo 3.0

  • In this version Wavefront object files are imported and rendered.
  • The terrain is created in Bryce.
  • Fractals used for trees and moutains
  • Different light sources. ie. Moon, street lights, car headlights.
  • Texturing of Moon and world.

Fall '03

Source

(MSVC .NET)

ANSI C

Gran Teapotsmo 1.0

One of my first projects in OpenGL.

It demonstrates the following:

  • 3rd persona camera movement
  • hierarchal transformations

Copyright © 2003-2004 Amin Ghadersohi. All rights reserved. Last updated 6/29/2004