Doodlings
Lest you think I’m doing real work at grad school, mostly it’s about doodling pretty picures...
ME 471—Finite Elements (spring 2006)
2-D plane strain
Fun bending metal. Aluminum bar on an epoxy layer. The right end is fixed, the left end is subject to a traction of 180 megapascal, about 26,000 psi.
Displacement |
Note high stress near joints |
CS 591mh—parallel and numeric computing
Projective ODE Method (fall 2005)
Brusselator equations showing chemical concentration over time.
t=1.2 |
t=1.3 |
t=1.4 |
t=1.5 |
Wavelets (spring 2005)
Used for signal processing, graphics compression (JPEG 2000), and elsewhere.
“They are not as smooth as they look.” –Strang
Daubechies Φ scaling function |
Daubechies Ψ mother wavelet |
CS 519—Scientific Visualization (fall 2005)
Internet2 Delay
Visualization of network delays across the Internet2 networks, using data from the AMP project.
Yosemite Valley
Terrain viz, using elevation data from the USGS. The first texture is from the Yosemite visitors map, the second from Google maps. You can see Half Dome as a white splotch near the top center.
CS 419—advanced graphics (spring 2005)
Bezier Patches
Bezier patches are defined by Bernstein polynomials, but this uses an iterative algorithm that never actually evaluates the polynomial.
Teapot |
Fun house mirror |
Photon mapping
Indirect lighting, caustics (focused light), color bleeding
Gathering isn’t working properly. It is less blurry than without gathering, but is adding weird highlights at corners.
With map & gathering |
With map |
Without map |
With map |
Without map |
Smoothed
Interpolate normals across the surface
Sanded killeroo |
Glass killeroo |
Hills |
Waves |
Wood and bumpy surfaces
Textures defined by simple equation plus noise function
Oak killeroo |
Displacement map |
Add depth-of-field, anti-alias, soft shadows
By shooting many rays through each pixel, we can smooth jaggies and blur out-of-focus objects.
Banchoff 6 |
Legos |
Basic shapes, reflection & refraction
A ray shoots through each pixel, intersecting geometric objects and bouncing off mirrored objects.
Banchoff 6 |
Glass |
CSG Spheres |
Ellipsoids |