CSE 557 Computer Graphics Grail

Winter Quarter 2001

Final Project Artifacts

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Inverse Kinematics
David Grimes & William Pentney

One primary issue in computer animation is the desire for a suitable method of making computer-generated objects move in a realistic fashion. One primary method of doing so, called forward kinematics, involves setting the position and orientation of an object by manipulating the object's position at each turn. This method is relatively easy to implement, but is far more difficult to use, as the amount of detail involved in moving the figure can be quite significant. Another approach, inverse kinematics, takes the opposite approach: by specifying a goal position for a particular point on the object, the computer is left to move the object to the position in an appropriate manner.
Rigid Body Simulation
Jia-chi Wu

Our goal is to build a real-time rigid body simulation with multiple moving objects and visually (and perhaps physically) accurate collision detection and response.
Inverse Kinematics
Mira Dontcheva & Marianne Shaw

The goal of this project was to implement inverse kinematics for character modeling and animation. Given a sequence of trajectories for a few end-effectors on the character's body, we would like to construct the character's joint angles, which interpolate the end-effector trajectories while ensuring that the character moves "naturally".
Cloth Simulation
Sarah Schwarm & Isaac Kunen

Rendering realistic images of cloth is a challenging problem in computer animation. For this project, we explored some current methods of rendering cloth using particle systems.
Tearing Cloth
Seth Bridges

Cloth modeling is a necessary part of realistic 3D modeling systems. In the past, people have used spring connected particle systems to simulate cloth. This still seems like a good way to model cloth, so I decided that I would take a stab at it. Zoran also decided that he would like to see tearing of the cloth. Therefore, the focus of my project is to simulate tearing cloth.
Exploded View Animator
Evan Schrier and Wilmot Li

Technical drawings have long been used to graphically illustrate any kinds of concepts in books and manuals of all sorts. There are many concepts which are either difficult to teach with words alone, or which benefit greatly from illustration.
Distributed Ray Tracing (BRDF)
Tao Xie

A reflectance model describes the intensity and spectral composition of the reflected light reaching the observer. A bidirectional reflectance distribution function (BRDF) is a function of the incident and reflected angles of a ray of light that describes the ratio of the incident irradiance of the reflected radiance.