In this project I wrote a visualization tool for the coarse-grained protein surface. Unlike most types of protein surface, coarse-grained protein surface are rough and non-continuous, and cannot be imported into popular molecular visualization softwares. Besides visualizing original coarse-grained protein surface datasets in 3-D, this project also uses shaders to implement per-pixel lighting and depth-peeling algorithm for order independent transparency.
The goal of the project is to view a large tree structure after hyperbolic transformation interactively. It is implemented by using OpenSG to read the newick tree format (http://evolution.genetics.washington.edu/phylip/newicktree.html) as input. GLSL (vertex shader) is used to perform the three type of transformations: 1D hyperbolic in 2 axis, 2D hyperbolic and hemisphere. The project is intended to be improved in layout and navigation in the future.
My goal was to create some interesting particle effects that would interact with other objects in a scene. I created a fan effect that could be used to blow particles away from the source, a negative gravity well that would deflect particles away from an object, and an object that would draw particles towards it so that they would orbit around it.
The goal of this project was to create a living room environment that could be used to test the effectiveness of perceptually adaptive rendering techniques. For this project I implemented geometric LOD switching based on eccentricity from the center of gaze. All of the objects that change their LOD have a per-pixel GLSL wood shader applied to them. Also, objects in the scene can be moved around using the wand. Because I used VR Juggler, this application can run in simulator mode on a desktop or in the C6.
The final project I did was to add a graphical element to our smart home project in Com S. The project explores way to display the status of the house from sensors and expose the some actuator control to the user. In addition, I have modeled our exsiting lab using Blender3D and display it using scene graph with a couple of shaders and a particle system. The graphical implemenation will be continued as my graphics and modeling skill developes.