Computer Systems Lab TJHSST Current Projects In-House, pt 4.

Slides:



Advertisements
Similar presentations
8.1si31_2001 SI31 Advanced Computer Graphics AGR Lecture 8 Polygon Rendering.
Advertisements

Graphics Pipeline.
Computer Systems Lab TJHSST Current Projects In-House, pt 6.
3D Graphics Rendering and Terrain Modeling
Motion Planning CS 6160, Spring 2010 By Gene Peterson 5/4/2010.
Computer Graphics Programming: Matrices and Transformations CSE 3451 Matt Boggus.
CAP4730: Computational Structures in Computer Graphics Visible Surface Determination.
Computer Graphics Visible Surface Determination. Goal of Visible Surface Determination To draw only the surfaces (triangles) that are visible, given a.
Low Complexity Keypoint Recognition and Pose Estimation Vincent Lepetit.
1 of 25 Assignment Orthographic Wireframe Elevation Orthographic Wireframe Plan Orthographic Wireframe End-Elevation Perspective View.
CPSC 322 Introduction to Artificial Intelligence October 25, 2004.
INTRODUCTION. Painting with numbers! Aspects Modeling Rendering Animation.
RAY TRACING.
Lighting Effects in Computer Games Act II Ivan Viola Institute of Computer Graphics & Algorithms Vienna University of Technology Vienna / Austria.
Introduction to OpenGL. What is OpenGL OpenGL is a low-level software interface to graphics hardware No commands for performing windowing tasks or obtaining.
CSC 202 I NTRO. T O C OMPUTER ANIMATION Techniques and mathematical algorithms By Uzoma James Chikwem.
Artificial Intelligence
Introduction Belief propagation: known to produce accurate results for stereo processing/ motion estimation High storage requirements limit the use of.
Topic #10: Optimization EE 456 – Compiling Techniques Prof. Carl Sable Fall 2003.
Technology and Historical Overview. Introduction to 3d Computer Graphics  3D computer graphics is the science, study, and method of projecting a mathematical.
INTRO TO COMPUTER GRAPHICS TEXT EDWARD ANGEL: EDITION 5 CS770/870
CSE 381 – Advanced Game Programming Basic 3D Graphics
1 Decrease-and-Conquer Approach Lecture 06 ITS033 – Programming & Algorithms Asst. Prof. Dr. Bunyarit Uyyanonvara IT Program, Image and Vision Computing.
OpenGL Shading Language (Advanced Computer Graphics) Ernest Tatum.
Computer Graphics World, View and Projection Matrices CO2409 Computer Graphics Week 8.
Computer Animation Rick Parent Computer Animation Algorithms and Techniques Kinematic Linkages.
Dynamic Programming. What is dynamic programming? Break problem into subproblems Work backwards Can use ‘recursion’ ‘Programming’ - a mathematical term.
Connect Four AI Robert Burns and Brett Crawford. Connect Four  A board with at least six rows and seven columns  Two players: one with red discs and.
Pitch Playing Agent Project for Into to AI Jody Ammeter.
2 COEN Computer Graphics I Evening’s Goals n Discuss application bottleneck determination n Discuss various optimizations for making programs execute.
Representation. Objectives Introduce concepts such as dimension and basis Introduce coordinate systems for representing vectors spaces and frames for.
A Study of Balanced Search Trees: Brainstorming a New Balanced Search Tree Anthony Kim, 2005 Computer Systems Research.
Jack Chen TJHSST Computer Systems Lab Abstract The purpose of this project is to explore Artificial Intelligence techniques in the board game.
Computer Systems Lab TJHSST Current Projects In-House, pt 5.
Applications of Genetic Algorithms TJHSST Computer Systems Lab By Mary Linnell.
Project 5 Lamp Shader Fri, Nov 7, 2003 Due Mon, Nov 17, 2003.
Texture Mapping CAP4730: Computational Structures in Computer Graphics.
Algorithms for use with Foosbot By: Michael Meadows Assisted By: James Heard.
CSCE 441: Computer Graphics Ray Tracing
Procedural Generation and Terrain Rendering in a 3D Game Justin Warfield- Period 5 TJHSST Computer Systems Lab
Procedural Generation and Terrain Rendering in a 3D Camel Jousting Game Justin Warfield- Period 5 TJHSST Computer Systems Lab
Module 06 –environment mapping Module 06 – environment mapping Module 06 Advanced mapping techniques: Environment mapping.
Print Row Function void PrintRow(float x[ ][4],int i) { int j; for(j=0;j
1 Computer Graphics Week11 : Hidden Surface Removal.
Procedural Generation and Terrain Rendering in a 3D Game Justin Warfield- Period 5 TJHSST Computer Systems Lab
Modular Architecture for Computer Game Design Teddy McNeill TJHSST Computer Systems Lab
1 Advanced Scene Management. 2 This is a game-type-oriented issue Bounding Volume Hierarchies (BVHs) Binary space partition trees (BSP Trees) “Quake”
Computer Systems Lab TJHSST Current Projects In-House, pt 2.
Teaching Computers to Think:
Recursion ITFN The Stack. A data structure maintained by each program at runtime. Push Pop.
3D Ojbects: Transformations and Modeling. Matrix Operations Matrices have dimensions: Vectors can be thought of as matrices: v=[2,3,4,1] is a 1x4 matrix.
Volume Rendering (3) Hardware Texture Mapping Methods.
Graphical Display of a Physics Simulation
3D Graphics Rendering PPT By Ricardo Veguilla.
CS1550 Fundamentals For Computer Graphics Vectors-2
CIS 488/588 Bruce R. Maxim UM-Dearborn
Artificial Intelligence
Chapter I Introduction
Introduction to Meshes
Creating a 3D Game With Textures and Lighting
Applications of Genetic Algorithms TJHSST Computer Systems Lab
Applications of Image Processing to Sign Language Recognition
Bell Work: Machine Lab What is the equation to find Input Work? (look at note guide from yesterday) Calculate the input work for your ramp in trial 1.
Introduction to OpenGL
Introduction to Meshes
What is this course about?
SMARTPHONE Electrical Engineer: DISPLAY LIGHTING SENSORS CAMERAS POWER
Presentation transcript:

Computer Systems Lab TJHSST Current Projects In-House, pt 4

2 Current Projects, pt. 4 In-House Microevolution Using Agent-Based Modeling in C++ A 3D Game With a Study of OpenGL Textures and Lighting Techniques Paintball Frenzy! Optimized Minimax Agent Machine Translation in a German – English Translator A Study of Balanced Search Trees

3 Study of Microevolution Using Agent-Based Modeling in C++ Agent Class class Organism { public: Organism(); Organism(int ident, int row2, int col2); Organism(Nucleotide* mDNA,Nucleotide* dDNA, int ident, bool malefemale, int row2, int col2); ~Organism(); void printGenome(); void meiosis(Nucleotide* gamete); Organism* reproduce(Organism* mate, int ident, int r, int c); int Interact(Organism* neighbors, int nlen); int GeneValue(bool parent, int chromnum, int gennum);

4 Creating a 3D Game With a Study of OpenGL Textures and Lighting Techniques To create a first person 3D game using OpenGL. The program consists of using models, textures, lighting, and polygons to create a 3D world in OpenGL. Various equations are used to calculate camera angles, movement, and physics. For example, to move the camera, “eye movements” are controlled by glLookAt, which takes an eye position with 3 points (x,y,z) and 2 vectors. One vectors is the up direction and the other is the forward direction.

5 Paintball Frenzy! Optimized Minimax Agent AI The purpose of this project is to create an innovative and enjoyable graphical game and program a minimax AI agent that performs optimally.

6 Using Machine Translation in a German – English Translator This project attempts to take the beginning steps towards the goal of creating a translator program that operates within the scope of translating between English and German.

7 A Study of Balanced Search Trees This project investigates four different balanced search trees for their advantages and disadvantages, thus ultimately their efficiency. Runtime and memory space management are two main aspects under the study. Statistical analysis is provided to distinguish subtle difference if there is any. A new balanced search tree is suggested and compared with the four balanced search trees.