Computer Science Research Projects 2024


Paprika Chen

Advisor: Dianna Xu

Simulation and Visualization of Reflective Surfaces in Game Design Using Blender and OpenGL

In the field of computer graphics and game design, realistic reflections are crucial for creating immersive and visually compelling environments. This research aims to explore and implement advanced techniques for simulating reflections on various surfaces using Blender for 3D modeling and OpenGL for real-time rendering. Our primary focus will be on outdoor reflections, specifically on the simulation of a lake surface reflecting a small island with static objects, and later dynamic elements.

The project will begin with the construction of a simple 3D scene in Blender, featuring a small island within a still lake. Initially, we will assume the lake surface to be static and write shaders to simulate reflections on both the sky and the lake surface within the cubemap. This involves generating a skybox that captures the environment in Blender and applying it to the reflective surfaces in OpenGL.

The next phase will extend this approach to include reflections of static objects on the island, such as houses and trees, using the environmental mapping technique. By accurately calculating and rendering these reflections, we aim to achieve a realistic representation of models in the environment. Simultaneously, we aim to simulate lighting effects that more closely resemble sunlight and apply them to the surface of the lake to achieve better reflection and diffuse reflection effects.

Subsequently, the research will explore the inclusion of dynamic elements, such as a character that can move around the island and be reflected on the lake’s surface. This will involve more complex calculations and rendering techniques to ensure real-time performance and visual fidelity.

Paprika Chen is responsible for modeling test scenes in Blender, adding materials, and creating pictures using for cubemaps of skybox and lake reflections. In later stages, Paprika will continue with modeling and texturing in Blender, and will assist Yue Chen with the implementation of cubemap reflections in OpenGL.

By the end of this research, we expect to have developed a comprehensive framework for simulating both static and dynamic reflections in outdoor environments, contributing valuable insights to the Bryn Mawr Community and the broader field of computer graphics.

If progress allows, we will also explore the implementation of indoor mirror reflections, such as those in bathroom mirrors. This will extend our techniques to handle the unique challenges of indoor reflective surfaces, further broadening the applicability and impact of our research.


Yue Chen

Advisor: Dianna Xu

Simulation and Visualization of Reflective Surfaces in Game Design Using Blender and OpenGL

In the field of computer graphics and game design, realistic reflections are crucial for creating immersive and visually compelling environments. This research aims to explore and implement advanced techniques for simulating reflections using Blender for 3D modeling and OpenGL for real-time rendering.

The project will begin with the construction of a simple 3D scene in Blender, featuring a small island within a still lake. Initially, we will assume the lake surface to be static and only simulate reflections on both the sky and the lake surface within cubemap. This involves generating a skybox that captures the environment in Blender and applying it to the reflective surfaces in OpenGL.

The next phase will extend this approach to include reflections of static objects on the island, such as houses and trees, using the environmental mapping technique. By accurately calculating and rendering these reflections, we aim to achieve a realistic representation of models in the environment. Simultaneously, we aim to simulate lighting effects that more closely resemble sunlight and apply them to the surface of the lake to achieve better reflection and diffuse reflection effects. Rather than focusing on detailed modeling, we will concentrate more on creating more efficient and realistic shaders.

Subsequently, the research will explore the inclusion of dynamic elements, such as a character that can move around the island and be reflected on the lake’s surface. This will involve more complex calculations and rendering techniques to ensure real-time performance and visual fidelity.

This project not only aims to enhance the technical understanding of reflective surface simulation in game design but also seeks to provide practical solutions that can be utilized in real-world applications. By the end of this research, we expect to have developed a comprehensive framework for simulating both static and dynamic reflections in outdoor environments, contributing valuable insights to the Bryn Mawr Community and the broader field of computer graphics.If progress allows, we will also explore the implementation of indoor mirror reflections, such as those in bathroom mirrors.

Keywords: Reflection simulation, Blender, OpenGL, game design, computer graphics, 3D modeling, real-time rendering, cubemap