Comp236
Course Project Proposal
Ken Brooks and Brian Clipp
May, 2006
The game of Catchwater is about building a system of pipes and funnels before and above one's opponents, so as to catch most of the rainwater coming into the world. It is turn-based, but requires real-time response as the user rotates the view of the world and manipulates pipes segments to put them into place. Pipe segments once in place are aligned on a three-dimensional cubical grid.
I (Ken) have thought about implementing this game since long before it was technically feasible on consumer hardware. The original implementation was done with wood and cardboard; the visualization required was much too hard for most players, and cried out for computer graphics help. Now we have not only the ability to implement it, but to make it look nice and actually make the falling rain, and the water in the pipes, visible.
We propose to implement a basic version of Catchwater (certainly not debugged for great gameplay!) with the following graphically interesting features:
1. Ray tracing with transparency and refraction to illustrate the amount of water in each pipe.
2. Adaptive ray tracing, providing lower quality when the scene is in motion and higher quality when it is still and we can afford more time to render it.
3. A representation of falling rain, probably as some sort of mist. Rain is not everywhere; it will be absent from certain cells in the grid because it has already been caught on a level above.
The main interest from a graphics standpoint of our
proposed project is its rendering technique. We propose to ray trace the game
environment in real time. Advances in CPU speed and multicore architectures
have made real time ray tracing a possibility. However, rendering dynamic
scenes in real time remains a challenging topic of research. Prior work real
time dynamic ray tracing includes work by Wald, Benthin and Slusallek at
Ingo Wald, Carsten Benthin and Philipp Slusallek
ÒDistributed
Interactive Ray Tracing of Dynamic Scenes Ò
Proceedings of the IEEE Symposium on Parallel and Large-Data Visualization and
Graphics (PVG), 2003
Andreas Dietrich, Ingo Wald and Philipp Slusallek,
ÒThe
OpenRT Application Programming Interface
Towards A Common API for Interactive Ray Tracing Ò
Proceedings of the 2003 OpenSG Symposium,
Published by the Eurographics Association