Here are just a few samples of some of the graphics related coding that I have been writing recently. Much of the most recent and useful coding is actually done for the various video game mods that I write, so check those out if you have not already.
 
 
Particle System demo
Fire off randomly oriented rockets that explode at their zenith into a cascade of smaller particles that bounce on the bottom of the screen.
 
 
BVH Player and IK solver
Load and play motion capture data! Also implements IK solving throught the CCD algorithm.
 
 
Scenester

Scenester is a cross-platform OpenGL based room editor designed to enable the user to construct 3d scenes without any further knowledge of 3d graphics. It is written in C++, and utilizes FLTK for the interface elements as well as OpemGL for the graphics backbone. Scenester has the following features currently:

  • Free range camera movement
  • Built-in obj importer
  • Clickable objects - currently selected is in red, child objects are orange
  • Doubly linked list structure for parenting, creation, deletion, and duplication of trees

Features being added currently:

  • Timeline animation utilizing Catmull-Rom splines
  • Texturing/Shading
  • Much more!
 
 
Curve Editor

A simple project in which the user can plot points for a spline to pass through using the Camull-Rom method. Types of splines supported include Bezier and Hermite. Written in C++, this uses the rather bloated MFC template for the user interface. This will be integrated into the above Scenester editor soon.

 
 
Raytracer

Given a basic framework, students of Rutgers University Professor Doug DeCarlo's Computer Graphics 428 class were charged with implementing a raytracer that would be able to render reflections, refractions, and shadows. Attached is my final Java project that uses OpenGL through JOGL. Framework elements written by Professor DeCarlo are indicated in the code (input/output from files, structure primitives) as opposed to my code (most shaders, all refract/reflect/shadow raycasting, speculariy, antialiasing etc.) Work was done on Linux machines, with the image output to a .ppm file - hence the watermark in the lower left when converted to .jpg. Click here or above to download!

 
Rutgers University Talking Head (RUTH)

The project's homepage:
http://www.cs.rutgers.edu/~village/ruth/

I had the opportunity to work with both Rutgers University Professors Matthew Stone and Doug DeCarlo in attempting to port over as much of the original C++ programming language project's functionality into Maya by way of extensive use of the MEL scripting language. In addition to simply generating MEL GUI's, much code was devoted to computing dominance functions modeling the effects of various phoneme and visemese while speaking were charted and coonverted to blendshape weights that would drive the animation on the head above. Input would be read from a file speciying various phonemes, blinks, head jogs, and other physical movements which would all be translated into one final animation. The project is ongoing, so the code is not available at this time.

 
 
 
photos, models, sounds, images, and videos copyright steven knipping (c)2008