For this project we are working with creating 3D
textures for objects while using noise functions.
3D texturing can be referred to as solid texturing. Here the textures
are like a block of texture with a
The Raytracer
As mentioned before, all the scenes above were rendered
using the POV-ray raytracer. It provided us with its
own built-in solid textures, some of which can be manipulated, and others
that cannot. The stone, metal, and
glass textures cannot be manipulated, but the marble and wood textures can.
The appearance of marble and
wood is changed using the keyword turbulence. If you want your texture to appear without turbulence,
set it
to 0. This
will produce marble that consists of straight lines and wood that contains
perfect circles. Making
the turbulence value very high will result in marble that
looks like a 'snowy' television screen and wood interior
that does not look even remotely similar to circles. Achieving a
good amount of turbulence is left up to the user
to determine. Personally, a low amount of turbulence makes wood look
the best, and a higher amount makes
marble look better.
Scene Descriptions
(A) This scene shows different types of textures including
marble, wood, glass, copper, stone....
(B) This scene is simple and shows some cloud texture as well as water,
wood, marble, glass and, chrome.
(C) The sequence of scenes demonstrates the effect of turbulence on the
different textures. The scene on the left
contains no turbulence, the scene in the center
shows a good amount of turbulence, and the scene on the right shows
an extreme amount of turbulence.
(D) This scene uses a lot of turbulence in the marble texture to produce
a 'snowy' television
screen. Also the floor is given another
stone like texture which can use a form of
turbulence to adjust the amount of 'flecks.'
As seen, the darker stone contains fewer
of these 'flecks' than the reddish stone.
The giant globe on top the television is an example
of the star texture POV-ray contains.
(E) This scene shows a more realistic image of water. The waves are
governed by a
function similar to turbulence. The sphere
is reflective chrome and is placed on a marble
stand.
(F) Used a chessboard already defined in POV-ray, and added our own pieces.
All
different types of textures and turbulence
values were used to create each piece. The
scene depicts the king being captured and lying
down.
(G) This is a variation of the scene (E). It uses a different texture
for the sphere
and uses different colors. The water
can be seen much better using this scene.
Problems We have Experienced
We are having a hardware problem in that the machines we
are attempting to render with using OpenGL only
has version 1.1 installed, and 3D texturing requires at least version
1.2.
We were slow going until we decided to render using the POV-ray raytracer.
Now we have a few scenes and
have been able to experiment with turbulence effects and what not.
Unfortunately, we have no way of importing our turbulence functions into
the raytracer.
Date
Task Accomplished
28-Mar
Choose to implement solid texturing with noise function (marble,
wood, etc..).
These will be applied
to any of the GLUT defined objects and/or any interesting
objects found on the internet.
30-Mar
Got together and located samples of noise functions and began working
on a sample project to implement these
functions. GL_TEXTURE_3D was
an undefined identifier.
08-Apr
We attempted to compile the code and discovered we were running on
gl.h version
1.1. Tried
to download an updated file.
12-Apr
Chris found an updated file of OpenGL.
19-Apr
We compiled the new file and received the error of an undefined identifier
:
glTexImage3D.
The definition is in glext.h, but it is not finding it. Looked
for more
samples of code to
compare to.
23-Apr
Chris downloaded POV-ray and was able to render marble, wood, etc…..
24-Apr
We produced a scene that contained two objects, a wooden box and
a marble sphere.
25-Apr
Chris rendered another scene that demonstrates many different 3D
textures including
marble, wood, glass, brass, copper,
gold, silver, chrome, and stone.
26-Apr
Matt updated the web page and we rendered more scenes showing the
effect of turbulence
on the noise functions.
1-May
We updated the web page with more scenes and added more background information.
2-May Matt rendered
a scene and we got together to update the webpage. Matt worked on
on the powerpoint presentation, and Chris worked on
the README.txt. We divided
up the topics to discuss during tomorrow's presentation.
3-May
We gave our presentation and finished the required documents to turn
in.