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GLArt Week 5: Aldapalooza

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Many Aldas. Click on thumbnail for larger version.

For GLArt this week, I created a piece entitled Aldapalooza—a meditation on texture and celebrity. Source code and image here. (Requires LWJGL and Mark Napier's Vector3D, GLMaterial and GLImage libraries.) Press up and down to control the Y position of the camera.

Aldapalooza uses the Perlin noise mesh generating/normalizing code that was in my assignment from last week. Three grids are drawn, one atop another, textured with an image of early M*A*S*H era Alan Alda. The texture's size in relation to the grid is constantly oscillating, which, in combination with OpenGL's texture tiling, gives the impression of vertical movement (even when the camera is not moving at all).

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View from above. Click on thumbnail for larger version.

The three layers each have slightly different materials. The top layer has high shininess and ambient lighting; the bottom layer is more dull and has less ambient lighting. The middle layer is somewhere in between. I think this helps establish some depth cues which help distinguish the layers from all camera positions.

More screenshots after the jump.

Click on any of the thumbnails below to see a larger version (800x600).

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Hawkeye, woven.

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I am Hawkeye, of Borg. Resistance is futile.

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View from beneath the middle layer. The top layer doesn't show up because OpenGL doesn't take transparency into account when calculating Z-depth.

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One Alda on each layer.

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