**COS 426 Spring 2019: Assignment 2 Gallery** Winners (+2.0 points) =============================== eshayes ----- ![](./gallery/artEshayes1.jpg border="1" width="320px") ![](./gallery/artEshayes2.jpg border="1" width="320px") ![](./gallery/artEshayes3.jpg border="1" width="320px") **eshayes**: Ice Sculpture: Impaled Hand As a Canadian, I am no stranger to ice but I've never had the skill nor the patience to create an ice sculpture. Thankfully this course has provided me with the tools to change that. This piece was inspired by the cold weather outside and the pain in my hands from many hours of typing and debugging. It was modeled using the implemented filters (link below). Images of the GUI renderings were captured and then the colours were remapped in Photoshop to achieve the effect below. ls24 ----- ![](./gallery/ls24_1.png border="1" width="320px") ![](./gallery/ls24_2.png border="1" width="320px") ![](./gallery/ls24_3.png border="1" width="320px") **ls24** I am submitting three images to the Art Gallery. I obtained this by mappingg all colors to space depending on each coordinate. Now, the first image has its color assigned but is then rotated to make the colors seem less procedural, as now different colors are closer together. In the second image, my wacky filter (along with some rounding) gave birth to this nice layered figure. The third is the result of several extrudes in a dodecahedron, followed by coloring, inflation and noise. (Notice I used the curvature filter operation as I did not implement it, to run the color assignment. Notice by making it an operation, the color assignment can then be moved with the other operations allowing for more possibilities) junep ----- ![](./gallery/junep_2.jpg border="1" width="320px") ![](./gallery/junep_7.jpg border="1" width="320px") ![](./gallery/junep_8.jpg border="1" width="320px") ![](./gallery/junep_3.jpg border="1" width="320px") **junep** The base mesh is a dodecahedron. I applied 3 extrudes of value 1, .66, .33, in that order. I then applied catmull-clark subdivision, smoothing (uniform, or scale dependent + curvature flow or both), or a combination of both. I then applied curvature and turned vert colors on, to produce various "3d snowflakes". It's hard to replicate the exact results because the color mapping function used here is slightly different than the current one. wsweeny ----- ![](./gallery/wsweeny1.png border="1" width="320px") ![](./gallery/wsweeny3.png border="1" width="320px") ![](./gallery/wsweeny2.png border="1" width="320px") **wsweeny**: My first several art contest submissions are just made up of the filters I implemented for this assignment. The last few make use of two new filters I added: twistPartial and rotatePartial, respectively,. They are functionally identical to their non-partial counterparts, except they introduce a nonlinearity near the origin, by twisting only the parts of the model with positive y-coordinates. The rotate partial implementation is slightly more sophisticated to ensure the mesh remains continuous and relatively smooth, by tapering off quickly with a short region of twisting, and everything past that region will be rotated by a constant amount. ahack ----- ![](./gallery/ahack.gif border="1" width="320px") ![](./gallery/ahack-lol.gif border="1" width="320px") ![](./gallery/ahack-crazy-horse.png border="1" width="320px") **ahack** I applied twist, wacky, and smooth to a horse to create a funky chromosome-looking image! For my second art submission I used my buggy code for truncate to create a cool box that spins! Runner-ups (+1.5 points) =============================== ajayp ----- ![](./gallery/ajayp.gif border="1" width="320px") **ajayp** "Through the Looking Sphere" I took an extruded sphere and took a video of going into it. lmberg ----- ![](./gallery/lmberg.png border="1" width="320px") **lmberg** I swirled the octopus around the y axis and added its vertex colors to turn it into a flower shape. narekg ----- ![](./gallery/narekg.gif border="1" width="320px") **narekg** I used extrude and truncate interchangeably to get the effects. Proposal:: Can there be extra credit for fewest lines of code/ most clear implementation? :))) oodimayo ----- ![](./gallery/oodimayo1.jpg border="1" width="320px") ![](./gallery/oodimayo2.jpg border="1" width="320px") **oodimayo** The first four images are created from mixing my wacky warp with the twist warp on the sphere repeatedly. The fifth image is just an application of the wack filter to the large cube. My wacky filter starts to morph objects into a sphere. Finally, the last two images were made by swapping the orgininal vertex weighting scheme in Loop Subdivision. By applying this iteratively you get this scaling spiky effect for spherical objects and a scale coating effect for the animal models. Thanks! popovici ----- ![](./gallery/popovici.png border="1" width="320px") **popovici** For Art, I took an armadillo and applied my wacky filter on it and then smoothed it a little to even it out. It looks funky and fun, reminded me of a little green gremlin with absurdly large shoulders. rb25 ----- ![](./gallery/rb25.png border="1" width="320px") **rb25** For the art contest, I applied the curvature flow smoothing and then twist to the sphere-2res object. sazam ----- ![](./gallery/sazam.png border="1" width="320px") **sazam** I used my wacky filter to create an object that looks like a rose. somyaa ----- ![](./gallery/somyaa2.png border="1" width="320px") ![](./gallery/somyaa1.png border="1" width="320px") **somyaa** Swirl effect on a hand that elongates the fingers and turns them in strange directions that makes the hand look very unique. ttahmed ----- ![](./gallery/ttahmed.png border="1" width="320px") **ttahmed** While experimenting with the Curvature-flow Laplacian smoothing, I discovered that with certain parameters the smoothing will transform a sphere into a distinctly pineapple-like shape. uuberoy ----- ![](./gallery/uuberoy3.png border="1" width="320px") ![](./gallery/uuberoy1.png border="1" width="320px") ![](./gallery/uuberoy2.png border="1" width="320px") **uuberoy** I used factor (a number between 0 and 1) to decide how many levels of triangulation to perform. After performing factor tri subdivides on the object, which gave me more faces to work with, I looped through each face in the object. In each iteration in the loop, I found the vertices on the face and, using the face id to control the color (where even numbers made the color orange and odd numbers made it black) I colored each neighboring vertex accordingly. This created a tiger stripe effect on each object. ygovil ----- ![](./gallery/ygovil.png border="1" width="320px") **ygovil** This piece was created by applying the truncate operation on the dodecahedron, with factor 0.45. This alone made it resemble a soccer ball, but it was too angular. So I decided to apply a smoothing function to it. By default, the function has delta = 1 and iterations = 1, which resulted in what you see below. zob ----- ![](./gallery/zob.png border="1" width="320px") **zob** My art submission from this week is one of the mistakes I made while trying to implement Loop subdivision. I made a mistake where I wasn't correctly referring to a vertex position, causing degenerate faces to be made. However, it gave a cool spotted pattern/shadow to the cheetah, so I thought I would use it for this weeks art!