**Assignment 5 Gallery** Winners (+2.0 points) =============================== ![**thomasrr**: In mySystem, I implement a special particle rendering. As the particles fall down in the y-dimension, they change color from blue to red. In the additiveblending mode, it also increases the alpha value of faster-moving particles, causing subtle color changes to occur when many particles are bouncing through the sphere grid.](./gallery/thomasrrart.png border="1" width="640px") ![**rbova**: Galaxy System: "Ostellator" (Get it?). I devloped galaxy to demo elliptical orbits. Most of the work for this demo was in the initializer. When initializing positions, I was careful to scale the angle (with noise) by each points radius (chosen uniformly at random) in order to create a spiral of increased particle density. Then, I initialized velocities along the cross product of each particle's position and the center of the galaxy, and I scaled it according to the elliptic orbital velocity function (described here).](./gallery/rbovagalaxy.png border="1" width="640px") ![**marioliu**: I created this evil orb by playing with the colors and sizes.](./gallery/marioliuevil_orb.png border="1" width="640px") Runner-ups (+1.5 points) =============================== ![**anniec**: For my art contest submission, I found the other meshes available in the provided animated_models and wanted to make it look like the stork was emitting a trail of particles (like jet contrails).](./gallery/anniecflamingo.png border="1" width="640px") ![**bwzhu**: My art contest is a rainbow fountain staircase.](./gallery/bwzhuart.png border="1" width="640px") ![**danielph**: A shot I liked from my longSystem, with spherical textures. ](./gallery/danielphart.png border="1" width="640px") ![**hazam**: I tried creating a sun object for my custom system. I have particles shooting out from a large, sun colored sphere. I tried emulating fire particles by having somewhat random lifetimes. As time passes, the particles go from bright white to red and then burn up, turning to black ash, getting smaller and smaller. I also added some randomness to the particles movement at each timestep to try to simulate how fire particles move around seemingly randomly.](./gallery/hazammySystem.png border="1" width="640px") ![**jacobz**: My submission features a new mesh from the same source as the others in this assignment and a custom background. It also incorporates my changes to the particle color rendering.](./gallery/jacobzowl.gif border="1" width="640px") ![**jrico**: The attractors setup here had a cool effect, like a black hole pulling apart a nearby star. The alpha value decrease in addition to the bilinear sampling for each particle gives this a nice blurry touch which feels like a depth-of-field / motion blur effect.](./gallery/jricoart1.png border="1" width="640px") ![**kxiao**: This is my *grand fountain*. I liked the idea of building a more complex fountain. I was inspired by the Disney shows where they light the water up with lights. I made it so that the peak was red for a 'world of color' effect, but by the time it hits the water floor its light blue (eg. aerated). The edges of the tiers are all beveled and the floors of the tiers are painted blue on the upward face.](./gallery/kxiaograndfountain.png border="1" width="640px") ![**mshu**: Color is generated based on velocity, by mapping the normalized velocity to the corresponding point on the sphere boudned by the RGB cube.](./gallery/mshuart.png border="1" width="640px") ![**protacio**: This entry is a shot of my fountain scene, with my implementation of trails and my coloring changes.](./gallery/protaciofountain_art.png border="1" width="640px") ![**xw7**: I implemented a cute rain scene where a big red umbrella protects the little yellow mushroom. The rain drops are initialized at random locations in the scene and given an initial downward velocity. The velocity is then updated with gravity. The big umbrella is set to be a bounce sphere: when the rain particles hit the big umbrella, they are reflected upwards with a damping factor. The floor of the scene is a sink plane and particles get killed as they cross the plane. For best effects, I recommend zooming out a little.](./gallery/xw7mySystem.png border="1" width="640px")