University Projects

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Here are some programs that I wrote for different courses at the Vienna University of Technology.


Hunt The Alp - a small game in which you collect crystals. Beware of the AI - it is hard to win!

I created the game together with 2 colleagues, namely Markus Flotzinger and Aaron Meier-Stauffer. We reached the 2nd place in the Hall Of Fame for that year!

I spent most of the time getting the water to look "realistic" and  make it  react "
geometrically" to the boats (additionally, shading is updated accordingly, too). The next big task was to implement a continuous LOD algorithm for the terrain. Rendering the 4K*4K heightmap in a single VBO is far too performance consuming!

During the end of the 1 semester project I ended up adding eye-candy like heat-distortion in the distance + very simple depth of field blurring, parallax mapping on the terrain for a "carpet-like" ground appeareance and the like.

Aaron and Markus modelled and textured all the objects in the game and also wrote the code to display them with reasonable performance!

Markus wrote the AI and the sound-engine.

Aaron was responsible for the physics (we use nVidia PhysX) - I merely helped implement the physics-interface with the landscape.


For more information, visit
http://www.cg.tuwien.ac.at/courses/CG23/HallOfFame/2008/index.html

You can also take look at some in-game videos:
http://www.youtube.com/user/HuntTheAlp

Finally, the game's homepage went online:
http://thehunt.in


NOTE:
you must install the nVidia PhysX runtime in order to run the game:
http://www.nvidia.com/object/physx_system_software.html




Waterglass - a small GPU accelerated graphics demo.

For more information visit
http://www.cg.tuwien.ac.at/courses/Realtime/HallOfFame/2007/index.html

PHDVR - direct volume renderer (pure software renderer in C for both Win32 and Linux; uses GTK+ for the GUI while the 2D/3D display for the data is rendered to an SDL-surface). Look here for the GTK+-Win32-runtime (tested with release 2.8.18, 2.8.20 doesn't work due to downgraded pango-lib).

I wrote this program for a course at university - it renders CT-scanned data-files. In the annual and exciting Vis-contest at the end of this year my submitted picture won (the pencil-sketch shaded head) - that was really cool! :-)

Some features:

- precomputed "3D-shadowmaps"
- simple cutting operations with planes & spheres
- cartoon & pencil-sketch shading as well as "realisitc" lighting
- binary (for crisp isosurfaces) and non-binary  ("compositing")   classification
- exact voxel-intersections for "cuberille"-mode (each voxel rendered as a cube - still raycasted, though!)


See
http://www.cg.tuwien.ac.at/courses/Visualisierung/2006-2007/
and
http://www.cg.tuwien.ac.at/courses/Visualisierung/2006-2007/Beispiel1/houska/webpage/index.html
for more details and download (binaries for Win32, SUSE Linux and Fedora Core). The html pages are in german [when on the inital page, scroll down and click on "hier" for download], only the ppt presentation is in english.

NOTE: PHDVR is also able to load KVX/VOX files. Since these files do not store CT-density values, only the first-hit raycaster gives good results. See my first KVX/VOX file viewer/editor glSlab on the next page...



Update (16.4.2008):

Added an interpreter for my own script language pBACK. The language is based on FORTH, so it uses postfix code and is stack based. You can write 2D scripts (yield 2D images) and 3D scripts (yield 3D volumes).


Download the program here. I already included some example scripts that show off the posibilities pBACKdraw offers.


Note: You will need a GTK+ runtime! I didn't include an installer to save webspace ;-)



PHFLOW - FlowVis of 2D Flowdata (pure software renderer in C for both Win32 and Linux; uses GTK+ for the GUI while the 2D/3D display for the data is rendered to an SDL-surface). Look here for the GTK+-Win32-runtime (tested with release 2.8.18, 2.8.20 doesn't work due to downgraded pango-lib).

I wrote this program for the same course at university as PHDVR. Unluckily I didn't win a price in the second contest :-(

Based on the 3D routines from PHDVR I also implemented a realtime "3D-view mode" of the flowdata with depth of field simulation and bilinear height- and color-interpolation for a real smooth visual experience ;-)




YAZAPA - yet another zooming and panning application

The program's most interesting feature is the fact, that it uses a 6GB map that is compressed with a self-built wavelet image coder (to approximately 290 MB). The huge map allows to show details even when zooming in!  I started reading some papers about the wavelet transform and how it can be used to compress images, then started to implement it in ~3 months time. This was hard - I didn't know if I could actually do it... but I had to, since I had to finish the program for a course at the university. The whole engine did not yet work 2 weeks before the final submission, so the coding got more and more exciting project towards the end... This is the time when watching hollywood movies really helps - just don't forget the happy end ;-)

Check out
http://www.cg.tuwien.ac.at/courses/InfoVis/HallOfFame/2007/Houska
for more information.


"no-name-game" (~ 2002)

This was a project for the lab "Software Engineering 2". I created the game together with 2 colleagues, namely Markus Flotzinger and Aaron Meier-Stauffer.

It was supposed to run on Linux, the video shows the Windows-port. It uses fixed-function-pipeline OpenGL for rendering and SDL for window-management, input handling, background-music playback, etc.

Download short video here [~2400 KB]. Please note that since the project was designed for multiplayer gaming (network, no split screen), there is no AI.

the intro screen - yes, I was into particle systems at the time ;-)




in game screenshot





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