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README.md

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# Final Project!
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![](img/final.png)
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[](https://www.youtube.com/watch?v=p49DG-7GNyk "Video!")
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## Project planning: Design Doc (due 11/8)
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#### Introduction
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- In next days, we are gonna add more biomes, and do some performance optimization
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## Final submission (due 12/5)
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Time to polish! Spen this last week of your project using your generator to produce beautiful output. Add textures, tune parameters, play with colors, play with camera animation. Take the feedback from class critques and use it to take your project to the next level.
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Submission:
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- Push all your code / files to your repository
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- Come to class ready to present your finished project
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- Update your README with two sections
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- final results with images and a live demo if possible
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- post mortem: how did your project go overall? Did you accomplish your goals? Did you have to pivot?
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## Topic Suggestions
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### Create a generator in Houdini
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### A CLASSIC 4K DEMO
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- In the spirit of the demo scene, create an animation that fits into a 4k executable that runs in real-time. Feel free to take inspiration from the many existing demos. Focus on efficiency and elegance in your implementation.
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- Example:
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- [cdak by Quite & orange](https://www.youtube.com/watch?v=RCh3Q08HMfs&list=PLA5E2FF8E143DA58C)
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### A RE-IMPLEMENTATION
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- Take an academic paper or other pre-existing project and implement it, or a portion of it.
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- Examples:
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- [2D Wavefunction Collapse Pokémon Town](https://gurtd.github.io/566-final-project/)
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- [3D Wavefunction Collapse Dungeon Generator](https://github.com/whaoran0718/3dDungeonGeneration)
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- [Reaction Diffusion](https://github.com/charlesliwang/Reaction-Diffusion)
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- [WebGL Erosion](https://github.com/LanLou123/Webgl-Erosion)
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- [Particle Waterfall](https://github.com/chloele33/particle-waterfall)
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- [Voxelized Bread](https://github.com/ChiantiYZY/566-final)
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### A FORGERY
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Taking inspiration from a particular natural phenomenon or distinctive set of visuals, implement a detailed, procedural recreation of that aesthetic. This includes modeling, texturing and object placement within your scene. Does not need to be real-time. Focus on detail and visual accuracy in your implementation.
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- Examples:
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- [The Shrines](https://github.com/byumjin/The-Shrines)
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- [Watercolor Shader](https://github.com/gracelgilbert/watercolor-stylization)
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- [Sunset Beach](https://github.com/HanmingZhang/homework-final)
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- [Sky Whales](https://github.com/WanruZhao/CIS566FinalProject)
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- [Snail](https://www.shadertoy.com/view/ld3Gz2)
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- [Journey](https://www.shadertoy.com/view/ldlcRf)
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- [Big Hero 6 Wormhole](https://2.bp.blogspot.com/-R-6AN2cWjwg/VTyIzIQSQfI/AAAAAAAABLA/GC0yzzz4wHw/s1600/big-hero-6-disneyscreencaps.com-10092.jpg)
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### A GAME LEVEL
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- Like generations of game makers before us, create a game which generates an navigable environment (eg. a roguelike dungeon, platforms) and some sort of goal or conflict (eg. enemy agents to avoid or items to collect). Aim to create an experience that will challenge players and vary noticeably in different playthroughs, whether that means procedural dungeon generation, careful resource management or an interesting AI model. Focus on designing a system that is capable of generating complex challenges and goals.
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- Examples:
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- [Rhythm-based Mario Platformer](https://github.com/sgalban/platformer-gen-2D)
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- [Pokémon Ice Puzzle Generator](https://github.com/jwang5675/Ice-Puzzle-Generator)
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- [Abstract Exploratory Game](https://github.com/MauKMu/procedural-final-project)
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- [Tiny Wings](https://github.com/irovira/TinyWings)
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- Spore
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- Dwarf Fortress
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- Minecraft
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- Rogue
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### AN ANIMATED ENVIRONMENT / MUSIC VISUALIZER
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- Create an environment full of interactive procedural animation. The goal of this project is to create an environment that feels responsive and alive. Whether or not animations are musically-driven, sound should be an important component. Focus on user interactions, motion design and experimental interfaces.
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- Examples:
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- [The Darkside](https://github.com/morganherrmann/thedarkside)
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- [Music Visualizer](https://yuruwang.github.io/MusicVisualizer/)
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- [Abstract Mesh Animation](https://github.com/mgriley/cis566_finalproj)
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- [Panoramical](https://www.youtube.com/watch?v=gBTTMNFXHTk)
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- [Bound](https://www.youtube.com/watch?v=aE37l6RvF-c)
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In the final milestone, we added more biomes and adjust the color such that visual effect of the whole tune to make it more alike to the reference image. Some vfx effect is added, such as camera shaking and star blinking. Considering the background under a game engine, we add some interactivity for user to control the train.
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### YOUR OWN PROPOSAL
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- You are of course welcome to propose your own topic . Regardless of what you choose, you and your team must research your topic and relevant techniques and come up with a detailed plan of execution. You will meet with some subset of the procedural staff before starting implementation for approval.
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## Post mortem
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Overall our project goes pretty well. We made a delicate train view generator in Unity with stylized landscape and skybox (we are visually satisfied in the middle of it). The coordination is smooth and we all did our job well. After this project, we are more familar with the formation of Unity shadergraph and stylization continue from hw4.

img/final.png

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