Milestone

ghost


Accomplishments

For our project, we first worked on incorporating wind simulation to our existing cloth simulator from Homework 4 because this would be an essential component towards making our scene more realistic, factoring in the physical dynamic effects on objects.

Additionally, we manipulated the shader (starting point was using the Blinn Phong shader) for the ghost cloth to have it appear more transparent/translucent.

Lastly, we learned how to use Autodesk Maya to model several of the objects that we will have in our scene, such as the pumpkin, table, chair, etc.


Preliminary Results

Wind

We first added wind simulation by modifying Cloth::simulate in cloth.cpp. The idea is to add wind to external_accelerations, similar to adding the impact of gravity. Wind is defined as a force that acts on the cloth.

In the loop where the point mass positions are updated at each time step, we use the following formula below to calculate wind force which is then added to pointMass.forces.

\[F_{\text{wind}}(i,j) = C_{\text{wind}} [n_{i,j} \cdot (v_{\text{wind}} - v_{i,j})] n_{i,j}\]

wind

Ghost Cloth

Modeling Additional Objects in Scene

Adding Textures


Reflection

Overall, we thought that our ghost cloth appearance is realistic and that the wind effect works well, but there’s a couple of issues with our “ghost” model and signficant details that we’d like to incorporate later on.

Incorporating wind was challenging and fog was especially difficult as well. There are a couple of ideas we have surrounding fog but we’re not really sure the best way to approach them.

For modeling, we had to consider how the shader would be overlaid onto the model which made the overall appearance of the pumpkin less detailed than we wanted to, however this is subject to change.

Our biggest hurdle is figuring out how to integrate our models with our current “ghost” collision (consists of a sphere and plane). We recognized that these two objects were able to be in the same scene because they are different .json files under /scene but this is tricky to implement with the models we created on Autodesk Maya since they will be converted to .dae files. We will be going to office hours to get help on this :’).


Next Steps

We are a tiny bit behind schedule for our initial timeline since there were some obstacles that left us stumped for a longer duration than intended.

Below are the items we intend on completing:

Stretch Goals: