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Physically Based Animation

This page is dedicated to the projects I have implemented as a part of physically based animation. The list of projects implemented:. Particle based fluid simulation (SPH). Subscribe to: Posts (Atom). Picture Window template. Template images by Airyelf.

http://pixelated.phys.ashimag.com/

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Physically Based Animation | pixelated.phys.ashimag.com Reviews
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This page is dedicated to the projects I have implemented as a part of physically based animation. The list of projects implemented:. Particle based fluid simulation (SPH). Subscribe to: Posts (Atom). Picture Window template. Template images by Airyelf.
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2 pages
3 wave fx
4 rigid bodies
5 jello cube
6 smoke simulation
7 wave particles wavefx
8 rigid body simulation
9 jello
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Physically Based Animation | pixelated.phys.ashimag.com Reviews

https://pixelated.phys.ashimag.com

This page is dedicated to the projects I have implemented as a part of physically based animation. The list of projects implemented:. Particle based fluid simulation (SPH). Subscribe to: Posts (Atom). Picture Window template. Template images by Airyelf.

INTERNAL PAGES

pixelated.phys.ashimag.com pixelated.phys.ashimag.com
1

Physically Based Animation: About:

http://pixelated.phys.ashimag.com/2012/12/about.html

This page is dedicated to the projects I have implemented as a part of physically based animation. The list of projects implemented:. Particle based fluid simulation (SPH). Subscribe to: Post Comments (Atom). Picture Window template. Template images by Airyelf.

2

Physically Based Animation: Rigid Bodies

http://pixelated.phys.ashimag.com/p/rigid-bodies.html

This project was implemented in c and openGL. The rigid body system was implemented with broadphase and narrowphase collision detection, collision and contact resolution. The results are obtained in Maya using the Maya plugin created in C . Subscribe to: Posts (Atom). Picture Window template. Template images by Airyelf.

3

Physically Based Animation: Smoke Simulation

http://pixelated.phys.ashimag.com/p/smoke-simulation.html

Implemented a incompressible fluid simulation with a Semi-Lagrangian approach based on SIGGRAPH 2007 Course Notes by Bridson, Fedkiw, and Muller-Fischer. The result is obtained by rendering in OpenGL. Grid size is 30x30x3. Subscribe to: Posts (Atom). Picture Window template. Template images by Airyelf.

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LINKS TO THIS WEBSITE

pixelated.ashimag.com pixelated.ashimag.com

Ashima Gupta: My Projects

http://pixelated.ashimag.com/p/projects.html

This page is to share the links to different project created by me. Ambient occlusion and vertex morphing. February 2, 2016 at 11:13 AM. Subscribe to: Posts (Atom). Ashima07gupta at gmail.com. Picture Window template. Template images by Airyelf.

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Advanced GLSL: Ambient Occlusion

http://pixelated.glsl.ashimag.com/p/ambient-occlusion.html

I used SSAO technique to implement ambient occlusion in sponza scene. I created 16 random samples and calculated occlusion based on the following assumptions:. 1 If the occluder point lies in the same plane as the occludee then, occlusion is 0. 2 If the occluder is below the occludee then again the occlusion is 0. 3 Also, the occlusion varies with occluder's distance from occludee. With out ambient occlusion. Result with Tea pot:. Subscribe to: Posts (Atom).

pixelated.webgl.ashimag.com pixelated.webgl.ashimag.com

WebGL projects: Fresnel equations & subsurface scattering

http://pixelated.webgl.ashimag.com/2012/12/fresnel-refractionreflection-subsurface.html

Fresnel equations and subsurface scattering. Fresnel equations describe the reflection and transmission of rays through an object. In essence, when the rays reach the boundaryof two different objects then the part of the ray is reflected and part is refracted. I used russian roullette technique which determines either to refract or reflect based on the fresnel transmission coefficient. The working example can be seen at: Fresnel example. The results are as follows:. Subscribe to: Post Comments (Atom).

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CUDA Projects: Ray Trace - Shadows

http://pixelated.cuda.ashimag.com/2012/09/shadows.html

Ray Trace - Shadows. Shadow implementation process in Ray tracer:. To generate shadows, we need to traverse all the light sources and find if there is any object between currently intersected object and the light. If, there is an object then the object is in shadow and we do not need to calculate the color of that pixel. Bool inshadow = false;. For(int i = 0 ;i numberoflights; i ){. LightDirection =normalise( light[i] - intersectionPoint);. LightOrigin = intersectionPoint;. LightDist = 100000.0f;.

pixelated.cuda.ashimag.com pixelated.cuda.ashimag.com

CUDA Projects: Ray Trace - Reflection & Refraction

http://pixelated.cuda.ashimag.com/2012/09/reflection-refraction.html

Ray Trace - Reflection and Refraction. Refraction: Working to correct black dots in the image. Subscribe to: Post Comments (Atom). Picture Window template. Template images by Airyelf.

pixelated.webgl.ashimag.com pixelated.webgl.ashimag.com

WebGL projects: Color accumulation & refraction/reflection

http://pixelated.webgl.ashimag.com/2012/12/accumulated-colors-properly.html

Color accumulation and refraction/reflection. Finally I got the color accumulation working. The color is accumulated by creating two textures. For the final color in the scene we access the colors from the texture and then render the final color to the texture. That way, we are constantly accessing textures from the previous frame and updating the texture in current frame with the final color. The technique which I described in my CUDA path tracer blog post. Subscribe to: Post Comments (Atom).

pixelated.glsl.ashimag.com pixelated.glsl.ashimag.com

Advanced GLSL: Image post-processing

http://pixelated.glsl.ashimag.com/p/image-post-processing.html

Implemented various image effects using fragment shader. 1 Image Negative: The formula is very simple just deduct the rgb values of image from 1 i.e. 1 - rgb is the new color of the image. 2 Grey Scale: Greyscale image is an image in which the value of each pixel contains only the intensity of color at that pixel. Hence, the formula to calculate intensity is:. Vec3 W = vec3 (0.2125, 0.7154, 0.0721);. Float luminance = dot(rgb, W);. Then, just set the luminance value to be the rgb value for the pixel.

pixelated.glsl.ashimag.com pixelated.glsl.ashimag.com

Advanced GLSL: Globe Rendering

http://pixelated.glsl.ashimag.com/p/globe-rendering.html

I implemented the following feature as a part of image processing in fragment shader:. Bump mapped terrain using height maps. Rim lighting to simulate atmosphere. Nighttime lights on the dark side of the globe. Specular mapping using specular maps. Moving clouds using textures and transparency maps. Height map shading by changing the color of the terrain based on the height of the terrain using height map. Subscribe to: Posts (Atom). Picture Window template. Template images by Airyelf.

pixelated.ashimag.com pixelated.ashimag.com

Ashima Gupta: Welcome to Ashima's world of Graphics

http://pixelated.ashimag.com/2012/12/welcome-to-ashimas-world-of-graphics.html

Welcome to Ashima's world of Graphics. I graduated in Computer graphics and game Technology(CGGT) from University of Pennsylvania in Dec 2012. This website is a culmination of my efforts in the field of computer graphics in the last 1 year. I have implemented range of projects on different technologies which includes CUDA, OpenGL, WebGL, C , Unity3D, Motion Builder, and Maya. You can checkout these projects under "My Projects" tab of this website. Subscribe to: Post Comments (Atom).

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Physically Based Animation

This page is dedicated to the projects I have implemented as a part of physically based animation. The list of projects implemented:. Particle based fluid simulation (SPH). Subscribe to: Posts (Atom). Picture Window template. Template images by Airyelf.

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WebGL projects

Fresnel equations and subsurface scattering. Fresnel equations describe the reflection and transmission of rays through an object. In essence, when the rays reach the boundaryof two different objects then the part of the ray is reflected and part is refracted. I used russian roullette technique which determines either to refract or reflect based on the fresnel transmission coefficient. The working example can be seen at: Fresnel example. The results are as follows:. Finally I got the color accumulation w...

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