Assigment 2 (Fractals, and Background Replacement):
Miracle bluescreen replacement algorithm let me put myself in the shoes of an ant:
An image of a Julia set which looks like a Chinese Dragon:
Assigment 3 (Graphics Primitives and Flood Fill):
The results of our flood fill algorithm, which was modified so that the fill becomes more red as the fill progresses:
With some more effort, time and will, I could possibly create a set of fonts for the system based on splines. Next term, maybe?
Assigment 4 (Polygons and Scanline Fill):
The results of using alpha blending in the scanline fill algorithm. Looks almost like an explosion from The Last Starfighter
It's chriiiiistmas time, mistletoe and wineeee!
Assigment 5 (Transformation Matrices):
A space ship rotating around a beautiful skyscape (hey, those stars look familiar...):
The dreaded "space quake"! All power to engines!
Assigment 6 (Modules):
A famous chase scene from the game "Pac Man":
A new, costum made skyscape, along with a fleet of spaceships. As you can see, transformations become highly useful to put a lot of stars in a blink instead of poking around the code for a long while.
Assigment 7 (3D Transformations and Viewing Perspective):
A rotating dodecahedron:
The same rotating Dodecahedron, with a rotating cube and tetrahedron inside. In early eighties, it would possibly make its way into a B-rated sci-fi movie as part of Very Evil Something...
Assigment 8 (Z-buffer Algorithm):
A set of cubes drawn with pseudo-shading, where they get darker as they move away from the view point. The effect is achieved by drawing the z-buffer values converted to monochrome instead of factual colors.