OpenGL Performer | Games-Demos | OpenGL


XSI LOADER

Implementation of a dotXSI 3.0 and 3.6 loader for OpenGL Performer scene graph library. The loader supports meshes, material, textures, transformations and morph animations. The loader was implemented as a dynamic shared library to be loaded only when needed. It performs optimizations like triangle strip generation and material sharing. Developed for the new generation of projects of the Foundation of the Hellenic World, as the "A walk in Ancient Olympia" shown during the Olympics 2004. 


CAL3D ANIMATION LOADER

Loading and playback of skeleton and inverse kinematics animations with mesh and material data exported in Cal3D animation format using the Cal3D SDK. The data from the format are converted into a Performer node tree. All real time features such as animation playback, blending between animations, speed changing and lod levels. Developed for creating animations and action for projects of the Foundation of the Hellenic World, as the "A walk in Ancient Olympia" shown during the Olympics 2004. 


SKY SIMULATION

Implementation as a Performer Node a full Night/DaySky simulation cycle with generation SkyDome. The colors on any point on the SkyDome are computed by the DaySky model which takes into account the sun position and other weather factors such as turbidity, exposure, gamma and a specifically introduced model which enhances the colors at sunset/rise. After sunset a basic Night Sky model is computed which also features Stars and Moon. The position of the sun and all of the weather attributes can be animated to have animating sunset/rise with change of weather conditions. The color of the Sun as light source is also computed in order for objects under the SkyDome to be lighted correctly even at Night. Developed for the new generation of projects of the Foundation of the Hellenic World, as the "A walk in Ancient Olympia" shown during the Olympics 2004. 



DYNAMIC DATABASE PAGING

Dynamic loading and unloading of Applications. Loads all Performer Scene Graph data in/out of memory and texture memory. Developed along with a Menu GUI System for the VR installation of the Foundation of the Hellenic World, to switch among applications consisting of several 100 MBs of data. Developed for the Foundation of the Hellenic World 2001. Revised in 2003.


DYNAMIC TEXTURE PAINTING

Realtime painting and distorting of textures and color material on object models in a 3D environment. Allows paintingg using custom brushes, colors or images on 3D models and dynamic subload into texture memory and realtime changing of material colors for interaction. Developed for the "The Workshop of Pheidias" project enabling user interaction painting for the Foundation of the Hellenic World during 2003.


REALTIME MORPHING ENGINE

Realtime morphing and animation of 3D models. Morph attributes supported are vertices,  normals, colors, materials and textures. Allows animations and special transform effects to be applied to 3D models, such as character animations and texture morphs. Developed for the Foundation of the Hellenic World during 2000. Revised in 2002.


PARTICLE ENGINE

Advanced Particle Engine for creation of fire, smoke, water, firework and other effects. The particles can be emitted from various areas like point, circle, rectangles, boxes and triangles meshes. The particles can have any texture, animating textures, shape and color. These attributes can be changed over time to produce dynamic effects. Developed for the Foundation of the Hellenic World during 2001. Extended in 2002,2003.


BLENDING AND LIGHTMAPPING OPERATIONS

Blend and Enhance geometry using multiple passes for lighting operations. Useful for additive and subtractive lighting operations on 3D geometry for realization of shadows, decals, bump maps and specularity highlights. Developed for the Foundation of the Hellenic World during 2000.

Example: Additive specular highlight operation.

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ENGINE DEVELOPMENT

Developing and programming various performer nodes for geometry interaction, camera path animation, collision detection, navigation, sound, effects, animation, dynamic transformation, level of detail, switching, geometry optimizations, billboards and forest simulation, geometry highlighting, 3D text, user tracking, VR systems adaptation and support of a custom developed scripting language.
These nodes are incorporated into the EVS (Enhaced Visual Simulation) engine used for the production, development and presentation of the projects for the Foundation of the Hellenic World. Development started from 1999 and is ongoing.