CS307 Final Project: Alpha Version

Toshali Goel and Audrey Ballarin



We built a graphics rendering of the Academic Quad for our final project! We built each building in its own JS file, along with a separate file for the lamps, and then loaded all the files into the demo.

Initial Plan

We were initially planning to construct an animated scene, inspired by the following scene from the Disney film Tangled.

We wanted to do a Wellesley take on the scene, taking place on Lake Waban with our Wellesley lamps floating around the scene instead of the paper lanterns used in the film. We were hoping to create both an animation (which runs in a standard fashion when the user presses space) or something of that sort, as well as an interactive element for users, where they might be able to click on a particular lamp/lantern and send it floating in a random direction.

However, after sitting with the idea for a bit, we realized it would be a bit difficult to implement and also that it might look odd, since we wanted to use texture mapping to recreate campus elements like the Lake but then wouldn't be able to animate it with natural looking movement.


Change in Direction

We had built the Wellesley lamp for our HWK6 assignment, and decided we could try to recreate a section of the campus and do a virtual "tour" of it.

We eventually settled on the Academic Quad because of its unique contained nature, and also because of the variation in gothic and modern styles of architecture - which would allow us to explore our skills in object building and show off all the skills we learned in CS 307!


The Iconic Wellesley Lamps

The first thing we created for this project was the Wellesley lamp.

top view of lamp
Here is an image of the lamp from aerial perspective. We used hierarchical modeling in making several different meshes to create the actual lamp object, then another to create an object for the pole, and finally one for the base before constructing a lampost object that contained all these objects.
top view of lamp
This image shows a close-up of the details of the lamp that took the longest amount of time to perfect. We used several different objects to create the unique shape of the Wellesley lamp, and also used bezier curves to create the pieces that adorn the sides of the lamp as well as the spiral pole.

Jewett

Next, we created Jewett.

font view of jewett
Here is an image of our Jewett rendering from the front view. It is mainly built out of several box geometries, and there are several tube geometries to form the vents on the left building. The 'windows' are made out of tube geometries surrounding transparent plane geometries.
side view of jewett showcasing stairs
The most challenging part of Jewett was definitely the lower area with the staircases. We used the technique we learned in creating fences, looping through and creating a new stair and translating it a bit more each time. The inner walls of the staircases are trapezoidal in shape, made by heavily compressing a cylinder geometry.

Green Hall

Next, we worked on Green Hall.

aerial side view of green hall
Here is an image of our interpretation of Green Hall from the top. It is mainly built out of several barn geometries piercing through a central barn, with two other larger barns on each side. Galen Stone Tower is built out a box geometry with a boxy cylinder geometry attached to each corner.
side view of green hall with door and tower
One of the more challenging parts of creating the geometry was texture mapping throughout. We had to carefully map specific parts of the barn geometry to particular material indices, similar to how we completed HWK5, in order to create the brick texture and the roof texture. We used a similar technique to the stairs to create the windows with texture mapped plane geometries. We also texture mapped the pattern of the tower onto each side of the box geometry, and added tubes to integrate the flat texture and the 3D rendering. The door is also texture mapped and we used blending to achieve the look.

Pendleton East & West

Next, we worked on Pendleton East and West.

front view of pendleton e & w
This is a front view of Pendleton East and Pendleton West. Pendleton East is made of many BarnGeometry meshes of varying sizes. There are also BoxGeometry meshes for details around the border and in front the main entrance, as well as PlaneGeometry meshes for the windows and door. All the geometries have been texture mapped.
focus image on pendleton west
Pendleton West, which is more modern in design, is made primarily of BoxGeometry meshes. The rightmost section of Pendleton West, which connects directly to Pendleton East, contains many box geometries stacked together to form the inner "cave" where the entrance is located. There is even a small bench for sitting! The modern windows on the newer sections of PNW were created by looping, translating, and adding "window bars" (BoxGeometry) positioned in front of a "glass" plane.

Final Additions

The final thing we added was GUI controls for a more interactive experience.

day view with snow
We used a technique very similar to the classwork in order to create a snowfall effect. We had to modify it slightly to fit the size of our scene and also generate natural-looking snowfalls repeatedly.
night view
Next we created a nighttime version, which changed the lighting and colors. In the night view, the background scene color is changed to be a night sky color, and the ambient light is removed. The spotlight is turned up slightly so the buildings are
night view with snow
This image combines all the new features, the night view with the snow on. Please navigate to our demo to see the GUI in action!