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Hierarchical transformations and particle system

This was developed as part of my advanced computer graphics module during the third year of my degree.

Reduced particle count to clearly show collision.
The two tasks were to:

  1. Develop a system which made use of hierarchical transformations: I decided to make a model of a man. The main node had the body attached to it, and the body had a neck (on which the head was attached) and four limbs, each with three pieces in the hierarchy (upper and lower limb, and extremity). Each node could be scaled, rotated and translated in all three axes.
  2. Develop a particle system with some basic collision: I Additionally decided to add particle death (more accurately they were respawned), some more complicated collision and a relatively accurate particle bounce/reflection mechanism. I colour coded the particles depending on the particle's energy.

 Scale, rotation and translation affects nodes further down the hierarchy.Some nodes, such as the pelvis, are able to rotate around 3 axes. Others, such as the knee or foot, are restricted.

 

Both of these tasks were completed using C++, with my own vector mathematics class. They were visualised with OpenGL.