Selection in 3D Graphics Environments
Christine Albert and Lindsey Press
Advisor: Dr. Mirela Damian

Inverse of Viewport Transformation

10/22/14

Finding the inverse matrix of the viewport transformation to move back to frustum space.

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Inverse of Projection Matrix

10/29/14

Finding the inverse matrix of the projection matrix to move back to camera space.

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Beginning of Phase 2: The Development Process

11/3/14 & 11/10/14

Creating a 3D cube in OpenGL

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Multicolored Cube

11/17/14

Creating a multicolored 3D cube in OpenGL

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Four Cubes

11/24/14

Creating multiple cubes in OpenGL

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Multiple Moving Cubes

1/12/15 - 2/2/2015

Creating multiple, moving cubes in OpenGL

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Cubes in Different Colors

2/9/15 - 2/23/15

Creating each cube in a different solid, random color.

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Color Based Picking

3/2/15 - 3/23/15

Selecting and highlighting a cube by clicking it.

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Ray Picking

3/30/15 - 4/6/15

Selecting and highlighting a cube by clicking it using ray picking.

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Experimentation and Results

4/13/15 - 4/20/15

Comparing timing efficiency of color based picking and ray picking algorithms.

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