The Academic Quad

Computer Graphics and Animation


I worked with a partner to create this 3D graphics rendering of the academic quad at Wellesley. Press "g" to start the animation, "1" to advance one frame, or spacebar to stop the animation - and just reload the page to reset!


We constructed all geometries from scratch, including all the buildings and the iconic Wellesley lamps. I built the entirety of Jewett and Green Hall, (the first and last buildings seen in one full rotation) as well as all of the lamps, the overall positioning of the scene, the movement of the camera, and the GUI controls that allow for changes in time of day and season. You can find our description here.



The Iconic Wellesley Lamps

The first thing I created for this project was the Wellesley lamp, which involved several unique geometries and complex curves.

top view of lamp
Here is an image of the lamp from aerial perspective. I used hierarchical modeling in making several different meshes to create the actual lamp object, then another to create an object for the pole, and finally one for the base before constructing a lampost object that contained all these objects.
top view of lamp
This image shows a close-up of the details of the lamp that took the longest amount of time to perfect. I used several different objects to create the unique shape of the Wellesley lamp, and also used bezier curves to create the pieces that adorn the sides of the lamp as well as the spiral pole.

Jewett

Creating Jewett involved a combination of many different geometries and loops in order to create the unique structure of the building and its staircases.

font view of jewett
Here is an image of our Jewett rendering from the front view. It is mainly built out of several box geometries, and there are several tube geometries to form the vents on the left building. The 'windows' are made out of tube geometries surrounding transparent plane geometries.
side view of jewett showcasing stairs
The most challenging part of Jewett was definitely the lower area with the staircases. I looped through and created a new stair, translating it a bit more each time to get the effect I wanted. The inner walls of the staircases are trapezoidal in shape, made by heavily compressing a cylinder geometry.

Green Hall

Green Hall was constructed similarly to Jewett, with more complex texture mapping on the tower portion.

aerial side view of green hall
Here is an image of my interpretation of Green Hall from the top. It is mainly built out of several barn-shaped geometries piercing through a central barn, with two other larger barns on each side. Galen Stone Tower is built out a box geometry with a boxy cylinder geometry attached to each corner.
side view of green hall with door and tower
One of the more challenging parts of creating the geometry was texture mapping throughout. I had to carefully map specific parts of the barn geometry to particular material indice in order to create the brick texture and the roof texture. I used a similar technique to the stairs to create the windows with texture mapped plane geometries. I also texture mapped the pattern of the tower onto each side of the box geometry, and added tubes to integrate the flat texture and the 3D rendering. The door is also texture mapped and I used blending to achieve the look.

Final Additions

The final thing I added was GUI controls for a more interactive experience.

day view with snow
I used a loop with a timeout to create a snowfall effect. I had to modify it slightly to fit the size of our scene and also generate natural-looking snowfalls repeatedly.
night view
Next I created a nighttime version, which changed the lighting and colors. In the night view, the background scene color is changed to be a night sky color, and the ambient light is removed. The spotlight is turned up slightly so the buildings are visible, and the lamps are all turned "on."
night view with snow
This image combines all the new features, the night view with the snow on. Please scroll up to our demo above to see the GUI in action!