Wednesday, July 30, 2014

Final #2: Six Monocular Depth Cues


This combination of screenshots is for the first monocular depth cue of size differences. The original image (above) shows the hydrant as an object no bigger than my virtual face. However, upon moving closer, the hydrant is almost as big as my virtual body. This helps to give the 3D illusion of distance from objects.

This is an example of the monocular depth cue of occlusion. The three objects I've circled in red, green, and cyan are a tree stump, a tree, and a cliff.  According to occlusion, the object that is blocking the other object is the object closest to the viewer.  So, as the stump blocks part of the tree, and the tree blocks part of the view of the cliff it gives the argument that the order of objects closest to my avatar are as follows: tree stump, tree, cliff.
This picture is an example of the monocular depth cue of lighting and shading. I placed my avatar so the virtual light source (sun) of the virtual world was on my right.  Using the examples of the walls of the building in front of me and even the skin on my avatar you can notice right away that the colors of the right side (towards the light source) of the objects are lighter than the left of the object (away from the light source).
This picture is an example of the monocular depth cue of texture density. The textures of the patches of grass in the cyan circles are very clear and easily distinguished.  They are less dense in that these textures are more spread out.  Patches of grass in the green circles however have lost any clarity and textures seemed mixed and unclear.  The density has clearly increased as the textures look as if they've been squeezed together.
This is an example of the monocular depth cue of linear perspective. In this image, I placed my avatar at one end of a road in this world. From my avatar’s perspective the closer part of the road represented by the green line is much wider than the further end of the road represented by the blue line. Although this road is not perfectly straight, the vast difference in the size of the lines is easily apparent.
This is an example of the monocular depth cue of atmospheric perspective. I placed my avatar close to the house in this world (above photo) and can distinguish a good number of objects and the detailing on the textures of each object (green boxes).  The wood paneling have their own texture and gaps between them, the shades are wavy textured, and the plants have a variety of shading in detail.  However, there is a huge difference when I put enough distance between my avatar and the house (below photo). I can no longer see the gaps in the siding, the waves on the shades, and barely any of the plants.  The majority of the earlier details are blurred.

These screenshots are of me in a virtual world identifying the monocular depth cues that are what make a 3D virtual world realistic. It is a final exercise from the Immersive Education course that I am taking at Boston College. This course is called Discovering Computer Graphics. For details, visit the immersive BC portal at http://ImmersiveEducation.org/@/bc





Tuesday, July 29, 2014

Final #3: Group 3D Building Project

Getting an idea on what I'd want the fountain to look like

Adding textures and aligning prims while watching other team members build

Making sure that the objects are aligned properly from different views

Adding more objects to the fountain

Figuring out how to narrow this shape from the top in order to get the flowing funnel shape I'd want

Successfully created the desired shape and adding the right texture for the flowing water

Looking at other features other members of the class were working on

Pointed out some spare prims to the classmates that left them behind accidentally to help in the clean-up effort

This is a slew of screenshots showing the process behind working with other members of my team to build a house with a number of features in Second Life. It is a final exercise from the Immersive Education course that I am taking at Boston College. This course is called Discovering Computer Graphics. For details, visit the immersive BC portal at http://ImmersiveEducation.org/@/bc

Class 11, Blog of Learning Ladder, What Teams are Responsible for What


Tuesday, July 22, 2014

Class 9, Building in Meshmoon

First I had to start by adding a layer to the Meshmoon world I was going to build into.

Having my Avatar fly definitely helped in setting up my rocket.  Here I am aligning the cone to the cylinder-shaped body of the rocket.

 Adding fins to my rockets by squeezing down the cone shapes provided in Meshmoon.

Adjusting everything from every angle to make sure there aren't any gaps.

Adding some color and texture to my rocket for the final touches!


CLASS 9: CUSTOMIZING MY AVATAR





Thursday, July 17, 2014

MIDTERM #8




Original Image

Touched Up Rendition

In this exercise I took the original image of myself and used GIMP to touch up a few areas within the photo.  Eliminating the slight red eye and shine in my eyes was one step, smudging out blemishes and wrinkles on both the side of my face was another, and also using the smudge tool to smooth my brow area. It is a midterm exercise from the Immersive Education course that I am taking at Boston College. This course is called Discovering Computer Graphics. For details, visit the immersive BC portal at http://ImmersiveEducation.org/@/bc

Process Screenshots:




MIDTERM #7


In this midterm I imported a portrait of Newton in GIMP and using selection, cropping, and text tools was able to create this image. It is a midterm exercise from the Immersive Education course that I am taking at Boston College. This course is called Discovering Computer Graphics. For details, visit the immersive BC portal at http://ImmersiveEducation.org/@/bc

Process screenshots: