From b4ff59037879218c7928d300bc23b1633b333cbc Mon Sep 17 00:00:00 2001
From: Coco Kneer <32113955+JiaoMaMa@users.noreply.github.com>
Date: Mon, 23 Sep 2024 19:53:50 -0400
Subject: [PATCH 1/3] Update README.md
---
README.md | 67 ++++++++++++++++++++++++++++++++++++++++++++++++++++++-
1 file changed, 66 insertions(+), 1 deletion(-)
diff --git a/README.md b/README.md
index 1a7646c7..18807ac8 100644
--- a/README.md
+++ b/README.md
@@ -1,4 +1,69 @@
-# [Project 1: Noise](https://github.com/CIS-566-Fall-2022/hw01-fireball-base)
+# [Project 1: Fireball](https://github.com/CIS-566-Fall-2022/hw01-fireball-base)
+
+## Christine Kneer
+
+For this assignment, I created a procedural fireball inspired by Sawada Tsunayoshi’s Dying Will flame ability from the anime *Katekyo Hitman Reborn!* series.
+
+
+
+
+
+## Vertex Shader Breakdown
+The Dying Will Flame has a distinctive shape characterized by two triangles extending outward from the body of the flame. To replicate this iconic shape, the fireball was divided into a top half and a bottom half, each treated differently to achieve the desired effect.
+
+**Top Half:**
+
+
+
+
+
+- **Triangle Wave**: The iconic triangular shape is created using a triangle wave applied to the vertices. To make them more spread out, I rotated the vertices outward additionally.
+- **Distortion**: The vertices are further distorted using a combination of sine and cosine waves of varying magnitudes, giving the flame a more dynamic and natural appearance.
+- **Fine Detail**: Finally, a small amount of Fractional Brownian Motion (fBm) noise is applied to add finer details to the flame, enhancing its complexity.
+
+**Bottom Half:**
+
+
+
+
+
+- **Base Shape**: The bottom half maintains a general spherical shape, but with a slight taper towards a point at the center.
+- **Radius Adjustment**: The radius is adjusted using a linear interpolation (lerp) based on the absolute value of the x-coordinate, creating the tapered effect.
+- **Distortion and Noise**: Similar to the top half, sine and cosine waves of varying magnitudes are applied for a more flame-like appearance, followed by fBm noise for additional detail.
+
+**Bringing It Together:**
+
+
+
+
+
+
+- **Smooth Transition**: To ensure a seamless transition between the top and bottom halves of the flame, the radii from both halves are interpolated (lerped) in the middle part of the sphere, resulting in a smooth and cohesive flame shape.
+- **Animation**: Distortion are animated using the time variable.
+
+## Fragment Shader Breakdown
+
+- **Diffuse Color**: A vertical gradient is applied to the fireball, blending from u_LowerColor at the bottom to u_UpperColor at the top.
+
+
+
+
+
+- **Perlin Noise for Flame Details**: I wanted more dynamics for my fireball, so I added random spots to the fireball’s surface.These spots are animated over time and appear where the noise value exceeds a set threshold.
+
+
+
+
+
+
+- **Lighting Effects**: Instead of a PBR approach, I wanted more of a 2D, manga-looking appearance, so I chose to use some variation of **toon shading**. The shader applies toon shading by quantizing the light intensity into distinct bands, giving the flame a cartoon-like appearance with sharp transitions. Meanwhile, I added rim lighting, emphasizing its silhouette. Finally, I adjusted the alpha value to create a slight transparency towards the edges of the flame.
+
+
+
+
+
+## Background
+I also created a sun background that pulses together with the fireball, whose color is a relatively simple gradient of red, orange, and yellow based on uv.
## Objective
From 8370844c29645c448f241792540809f118062cdc Mon Sep 17 00:00:00 2001
From: Coco Kneer <32113955+JiaoMaMa@users.noreply.github.com>
Date: Mon, 23 Sep 2024 21:07:41 -0400
Subject: [PATCH 2/3] Update README.md
---
README.md | 32 +++++++++++++++++++++++---------
1 file changed, 23 insertions(+), 9 deletions(-)
diff --git a/README.md b/README.md
index 18807ac8..2f57a277 100644
--- a/README.md
+++ b/README.md
@@ -5,13 +5,20 @@
For this assignment, I created a procedural fireball inspired by Sawada Tsunayoshi’s Dying Will flame ability from the anime *Katekyo Hitman Reborn!* series.
-
+
+
+
+
+
+
+
+
## Vertex Shader Breakdown
The Dying Will Flame has a distinctive shape characterized by two triangles extending outward from the body of the flame. To replicate this iconic shape, the fireball was divided into a top half and a bottom half, each treated differently to achieve the desired effect.
-**Top Half:**
+### **Top Half**
@@ -21,7 +28,7 @@ The Dying Will Flame has a distinctive shape characterized by two triangles exte
- **Distortion**: The vertices are further distorted using a combination of sine and cosine waves of varying magnitudes, giving the flame a more dynamic and natural appearance.
- **Fine Detail**: Finally, a small amount of Fractional Brownian Motion (fBm) noise is applied to add finer details to the flame, enhancing its complexity.
-**Bottom Half:**
+### **Bottom Half**
@@ -31,8 +38,7 @@ The Dying Will Flame has a distinctive shape characterized by two triangles exte
- **Radius Adjustment**: The radius is adjusted using a linear interpolation (lerp) based on the absolute value of the x-coordinate, creating the tapered effect.
- **Distortion and Noise**: Similar to the top half, sine and cosine waves of varying magnitudes are applied for a more flame-like appearance, followed by fBm noise for additional detail.
-**Bringing It Together:**
-
+### **Bringing It Together**
@@ -43,27 +49,35 @@ The Dying Will Flame has a distinctive shape characterized by two triangles exte
## Fragment Shader Breakdown
-- **Diffuse Color**: A vertical gradient is applied to the fireball, blending from u_LowerColor at the bottom to u_UpperColor at the top.
+### **Diffuse Color**
+A vertical gradient is applied to the fireball, blending from u_LowerColor at the bottom to u_UpperColor at the top.
-- **Perlin Noise for Flame Details**: I wanted more dynamics for my fireball, so I added random spots to the fireball’s surface.These spots are animated over time and appear where the noise value exceeds a set threshold.
+### **Perlin Noise for Flame Details**
+I wanted more dynamics for my fireball, so I added random spots to the fireball’s surface.These spots are animated over time and appear where the noise value exceeds a set threshold.
-- **Lighting Effects**: Instead of a PBR approach, I wanted more of a 2D, manga-looking appearance, so I chose to use some variation of **toon shading**. The shader applies toon shading by quantizing the light intensity into distinct bands, giving the flame a cartoon-like appearance with sharp transitions. Meanwhile, I added rim lighting, emphasizing its silhouette. Finally, I adjusted the alpha value to create a slight transparency towards the edges of the flame.
+### **Lighting Effects**
+Instead of a PBR approach, I wanted more of a 2D, manga-looking appearance, so I chose to use some variation of **toon shading**. The shader applies toon shading by quantizing the light intensity into distinct bands, giving the flame a cartoon-like appearance with sharp transitions. Meanwhile, I added rim lighting, emphasizing its silhouette. Finally, I adjusted the alpha value to create a slight transparency towards the edges of the flame.
## Background
-I also created a sun background that pulses together with the fireball, whose color is a relatively simple gradient of red, orange, and yellow based on uv.
+I also created an animated sun background that pulses together with the fireball, whose color is a relatively simple gradient (with sin waves) of red, orange, and yellow based on uv.
+
+
+
+
+
## Objective
From d73f71d40eea804c6be9f57a8ddf276d3ef2478a Mon Sep 17 00:00:00 2001
From: Coco Kneer <32113955+JiaoMaMa@users.noreply.github.com>
Date: Mon, 23 Sep 2024 21:09:48 -0400
Subject: [PATCH 3/3] Update README.md
---
README.md | 2 ++
1 file changed, 2 insertions(+)
diff --git a/README.md b/README.md
index 2f57a277..25c71336 100644
--- a/README.md
+++ b/README.md
@@ -2,6 +2,8 @@
## Christine Kneer
+Live Demo link: https://jiaomama.github.io/hw01-fireball/
+
For this assignment, I created a procedural fireball inspired by Sawada Tsunayoshi’s Dying Will flame ability from the anime *Katekyo Hitman Reborn!* series.