FEATURING:
SAMPLE OUTPUT:
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These two early renderings show a sequence of animation showing the texture mapping and object protrusion. Only object transformations were implemented and the camera was fixed facing down the Z-axis. |
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Interacting scene of objects that have their own transformations (such as spinning about their own axes, etc) along with world transformations that move the entire scene as one object. Notice the transparent texture of the cube on the right. |
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Same scene after a few seconds of animation. Each of the objects have moved independently of each other and the world transformation has shifted the viewing position. |
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The same scene with the objects and world in a different orientation. |
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Three Phong-shaded cubes with full Phong illumination model (ambient, diffuse, and specular components). This still uses a 256-color palette that has been optimally fitted using a lightmap table that finds the "closest" intensity to the "ideal" (I devised a routine that can recalculate this table in "near" realtime - in under 2 seconds, but it only needs to be updated when the lighting changes). |