Posts Tagged ‘ OpenGL ’

Procedural Building Generator Based on L-Systems

Again this is one of those projects which I am proud of. I began with simple LSystem but after certain suggestions I decided to try something new and after a lot of research on L-Systems and its applications I zeroed down on a SIGGRAPH paper “Procedural Modeling of Buildings”. Before this paper I have never implemented a SIGGRAPH paper and frankly speaking it took a great deal of research for this particular implementation and I cannot express in words the feeling I had when I first saw a simple house generated by my program. This is a stand alone implementation done in C++ and OpenGL and I also created a very simple Python script to export the building in Maya. It also has the functionality to generate the buildings in steps. What I mean is that the input to this system is a set of rules (like L-Systems)  for generating a particular building and user can select the number of rules to generate that building, if all the rules are fed to the system then the complete structure will be generated. Here is the video showing the implementation in action.

Free Form Deformation (FFD)

As part of one of my assignments I did a Free Form Deformation or FFD tool in C++ and OpenGL. Free Form Deformation is quite famous and available in almost all the 3D packages and once understood then fairly simple to implement as well. I have to admit that I made a mistake in understanding it and suffered for days because of it. So when you need to assign the local coordinate system then assign it only once, not every time when you pull a control point. This was my misinterpretation and I suffered a lot because of it. But anyways it is a part of learning process.

Here is the video of the final output showing a mesh in “.obj” format which can be exported from almost any 3D package and it can export back deformed mesh and again in “.obj” format: