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This document provides an introduction and overview of a project to simulate an airplane crash using OpenGL and C++. It discusses using a flight simulator to mimic realistic flight conditions. The project aims to create an interesting 3D graphics game where the player controls an airplane to fly across levels and avoid obstacles. OpenGL will be used to render 3D graphics and simulate flight physics through equations of motion.

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0% found this document useful (0 votes)
33 views26 pages

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This document provides an introduction and overview of a project to simulate an airplane crash using OpenGL and C++. It discusses using a flight simulator to mimic realistic flight conditions. The project aims to create an interesting 3D graphics game where the player controls an airplane to fly across levels and avoid obstacles. OpenGL will be used to render 3D graphics and simulate flight physics through equations of motion.

Uploaded by

Md Saqlain
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
You are on page 1/ 26

CGV Lab Mini Project “Airplane Crash”

CHAPTER 1
INTRODUCTION

This chapter includes some introduction to our project on Airplane Crash.

A flight simulator is a device that simulates the flight of an aircraft, as well as its
environment and any events that may occur while it is in the air. It’s a universe where
anyone can be a pilot, learn to fly, or simply play without having to use the original
plane. In this case, prospective pilots and airline pilots must study in a flight simulator.

To aid this pilot prospective study, the flight simulator should be built to mimic the
realistic circumstances they would face when flying. Equations describing how an
aircraft flies, how flight controls respond when triggered, the effects of other aircraft
systems, and more must be included in this device and this outlines how an aeroplane
reacts to various factors such as damping and gravity.

OpenGL (Open Visuals Library) is a language-independent, cross-platform, hardware-


accelerated API for creating 3D (and 2D) graphics. Modern computers have a dedicated
GPU (Graphics Processing Unit) with its own memory to speed up graphics rendering.
OpenGL is the software interface to graphics hardware. In other words, the OpenGL
graphic rendering requests from your programmes could be sent to and accelerated by
the visual hardware. Three sets of libraries are used in our OpenGL.

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CGV Lab Mini Project “Airplane Crash”

1.1 Project Definition

With the help of this project, we intend to design a game that solves a Rubik’s cube.
This project has been created using C++ and openGL. A Rubik’s cube is composed of
26 smaller cube lets, and the 54-cube let faces that are visible on the cube are displayed
in this cube net. The colors of each of the center cube let faces are fixed in the cube net,
helping orient the user. It is reasonably likely that the user will make an error when
inputting the cube configuration, so our system runs a check on the desired starting
configuration to make sure it is solvable before allowing the user to proceed. The user
cannot trigger rotations on the 3D visualization of the cube until the configuration is
valid. The process of solving a cube with a valid starting configuration is
communicated to the user via a 3D animation displayed on the computer monitor.

We implement a version of Thistle Thwaite’s algorithm along with pattern database


technique to give reasonably short solution (theoretically up to 52 moves, in reality all
our test cases have been < 45 moves) to any Rubik’s cube in reasonable time (2-3
seconds).

As in Thistle Thwaite’s, we use 4 phases narrow down the cube group and end at the
solved state. After the completion of each phase the number of different moves we use
to get to the next goes down, letting us cut down on the branching factor which is the
exponential base of the universal cover of the graph we are doing our BFS in. OpenGL
(Open Visuals Library) is a language-independent, cross-platform, hardware-
accelerated API for creating 3D (and 2D) graphics. Modern computers have a
dedicated GPU (Graphics Processing Unit) with its own memory to speed up graphics
rendering. OpenGL is the software interface to graphics hardware. In other words, the
OpenGL graphic rendering requests from your programmes could be sent to and
accelerated by the visual hardware. Three sets of libraries are used in our OpenGL.

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CGV Lab Mini Project “Airplane Crash”

1.2 Literature Survey

Serious gaming applications, also termed as simulators, are games developed


for various purposes such as teaching, learning, or training. Serious gaming concepts
are more focused in resolving real-world problems than in providing entertainment. In
many areas, training is a risky, costly, and time-consuming procedure. Such fields
include pilot training, astronaut training, military training, firefighter training, and
medical surgery training. Serious gaming is used to reduce the risk of injury and the
cost of training. Health, security, inland defence, communication, and education are just
a few of the fields where concepts can be applied. Experiential learning is a method of
learning that differs from traditional reading and writing instruction. This approach
incorporates a healthy balance of learning, training, and other daily activities, as well as
knowledge extraction. Acting and experimenting have been proven to be effective
teaching techniques. Experiential learning is the best way to start learning. It elevates
one’s ability to observe and make judgments.

This research shows a method for 3-D reconstruction and visualisation of geological
materials using the IDL programmable data analysis and visualisation environment.
Custom IDL programmes for importing, filtering, and visualising data from precision
serial lapping are described by the authors. It is capable of sequentially reading and
importing categorised raster images into a voxel array. To provide consistent 3-D
reconstruction and noise reduction, the voxel array can be processed by median and/or
binary filter programmes with variably shaped filter kernels. A voxel-projecting
programme and a surface-rendering application can be used to visualise the filtered
results. The IDL slicer application is also demonstrated, which is a 3-D analysis and
visualisation tool included in the standard IDL edition.

OpenGL (Open Visuals Library) is a language-independent, cross-platform, hardware-


accelerated API for creating 3D (and 2D) graphics. Modern computers have a dedicated
GPU (Graphics Processing Unit) with its own memory to speed up graphics rendering.
OpenGL is the software interface to graphics hardware. In other words, the OpenGL
graphic rendering requests from your programmes could be sent to and accelerated by
the visual hardware. Three sets of libraries are used in our OpenGL apps: Hundreds of

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CGV Lab Mini Project “Airplane Crash”

instructions beginning with the letter ”gl” make up the core of OpenGL (GL) (e.g.,
glColor, glVertex, glTranslate, glRotate). Core OpenGL models an object using a set of
geometric primitives such as point, line, and polygon. GLU (OpenGL Utility Library)
is a library built on top of OpenGL to give useful utilities (such camera view and
projection) and more building models (such as quadric surfaces and polygon
tessellation). The prefix ”glu” is used in GLU commands (e.g., gluLookAt,
gluPerspective). GLUT (OpenGL Utilities Toolkit): OpenGL is meant to work
regardless of the windowing system or operating system. GLUT is required to
communicate with the operating system, as well as to provide additional building
models (such as sphere and torus). The ”glut” prefix is used in GLUT commands (e.g.,
glutCreatewindow, glutMouseFunc). GLUT is a platform-independent OpenGL
extension that is built on top of platform-specific OpenGL extensions like GLX for the
X Window System, WGL for Microsoft Windows, and AGL, CGL, or Cocoa for Mac
OS. According to the website opengl.org: ”GLUT is a tool for constructing small to
medium-sized OpenGL applications. GLUT is a wonderful tool for learning OpenGL
and building little OpenGL apps, but it isn’t a full-featured toolkit,therefore large
applications with rich user interfaces should use native window system toolkits. GLUT
is a small, basic, and userfriendly programme.” SDL is a GLUT replacement.

1.3 Problem statement

The project is associated with a simple game which is called as “Airplane


Crash”. Our final project is to implement a Plane Simulation using openGL. A 3D view
of the cube is displayed on the screen. User can choose to rotate the plane by using the
mouse.

1.4 Aims and Objectives

The aim of this project is to create an interesting and creative game using tools like
OpenGL and C++ (g++ compiler).

Apart from the gameplay, this project also deals with providing a beautiful graphical
interface between the user and the system.

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CGV Lab Mini Project “Airplane Crash”

1.5 Project Overview

The main theme of this project is to display the Aeroplane flying from one end to
another
end or to reach the destination successfully with basic computer graphics. This graphics
package is based on the OpenGL library functions. The programming language used
here
is C using OpenGL libraries.

In this game an Aeroplane flying from one end to another end and reach the destination
successfully by crossing all the obstacles which occur in the path of the plane, the
player has to control the plane upwards and downwards using the keyboard to avoid the
collision with obstacles.

This game consists of three levels in each level the speed of the plane as well as the
speed of the obstacles going to increase, if a collision occurs between plane and
obstacles then the game will be over. And in the end, it will show us the number of
levels successfully completed by the player.

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CGV Lab Mini Project “Airplane Crash”

CHAPTER 2

ABOUT COMPUTER GRAPHICS

In this chapter, we explain some basic information about Computer Graphics and
openGL.

2.1 Computer Graphics

Computer Graphics concerns the pictorial synthesis of real and imaginary


objects from their computer-based models. It provides one of the most natural means of
communication with a computer and permits extensive, high bandwidth user computer
interaction. Computer graphics is used today in many different areas like user
interfaces. Plotting in business, science, office automation, electronic publishing and
computer aided drafting and design, simulation and animation for scientific
visualization and entertainment, cartography etc.

Graphics are visual presentation on some surface, such as well, canvas,


computer screen etc. Examples are photography, line art, graphs, engineering drawings,
maps, typography etc. Graphics always combine text, illusion and color. Graphics
design may consist of the deliberation selection creation or arrangement of typography
alone etc. Clarity or effective communication may be the objective, association with
other cultural elements may be sought or merely the creation of a distinctive style.

2.2 Application of Computer Graphics

• Display of information.
• Design for animated games.

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CGV Lab Mini Project “Airplane Crash”

• Simulation and animation.


• User interface.
• Display of information in Industries and Business.

Display of information:

Classical graphics techniques arose as a medium to convey information among people.


We have computer Potting Packages that provides a variety of plotting techniques and
colour tools that can handle multiple large sets.

Design:

Professional such as engineering and architecture are concerned with design. The use of
interactive graphics tools in computer aided design pervades fields. Including as
architecture, mechanical engineering, the design of very large-scale integrated circuits
and the creation of character for animations.

Simulation and Animation:

Once graphics systems evolved to be capable of generating sophisticated images in real


time, engineers and researches began to use them simulators. One of the most important
uses has been in the training of pilots. Graphical flights simulation has proved to
increase safety and to reduce training expenses.

User interfaces:

Interaction with computers has become dominated by a visual paradigm that includes
windows, icons, menus and plotting device such as mouse. User interfaces demonstrate
the variety of the available in high level modelling packages and the interactive devices
the user can employ in modelling geometric objects.

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CGV Lab Mini Project “Airplane Crash”

2.3 Open GL

OpenGL is competing application programming interfaces (APIs), which can be


used in applications to render 2D and 3D computer graphics, taking advantage of
hardware acceleration when available. Modern graphics processing unit (GPUs) may
implement a particular version of the APIs.

OpenGL is a specification implemented in the C language, though it can use


other programming languages. It is built on concept of a state machine, though more
recent OpenGL version have transformed it into much more object-based system. As an
API, OpenGL depends on no particular language feature, and can be made callable
from almost any programming language with the proper bindings. Such bindings exist
for Ada, BASIC (Blitz Max (often used to Program Games), Pure Basic, Visual Basic),
C#, Delphi, Fortran, Haskell, Java, Lisp, Lua, Pascal, Perl, Python, and Ruby.

Graphics provide one of the most natural means of communicating with a computer,
since our highly developed 2D and 3D pattern-recognition abilities allow us to perceive
and process pictorial data rapidly and efficiently.

2.4 OpenGL Utility Tool Kit (GLUT)

As you know, OpenGL contains rendering commands but is designed to be


independent of any window system or operating system. Consequently, it contains no
commands for opening windows or reading events from the keyboard or mouse.

OpenGL drawing commands are limited to those that generate simple geometric
primitive, GLUT includes several routines that creates more complicated three-
dimensional objects such as a sphere, a torus and a teapot.

The OpenGL Utility Library, GLU also has quadrics routines that create some
of the same three-dimensional objects as GLUT, such as a sphere, cylinder or cone.

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CGV Lab Mini Project “Airplane Crash”

The OpenGL Utility Toolkit (GLUT) is a programming interface with ANSIC


and FORTAN bindings for writings window system independent OpenGL programs.
The toolkit supports the following functionality:

Multiple windows for OpenGL rendering.

• Call-back driven event processing.


• Sophisticated input devices.
• An "idle" routine and timers.
• A simple, cascading pop-up menu facility.
• Utility routines to generate various solid and wire frame objects.
• Support for bitmap and stroke fonts.
• Miscellaneous window management functions, including managing overlays.

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CGV Lab Mini Project “Airplane Crash”

CHAPTER 3

REQUIREMENT SPECIFICATION

3.1 General Description

The system is made up of units that are put together to work as one in order to achieve a
common goal. The requirements for implementation of the new system are:
1. The Hardware

2. The Software

3.2 Software Requirements


For the effective implementation of the system, the following software must be
installed on the computer.
Operating System: Any Windows Platform (Except 98).

Memory: 16MB of RAM.

Language Tool: C++

Compiler: Code Blocks

Software: openGL

Libraries: Supporting glut32.h and 32-bit color resolution.

3.3 Hardware Requirements


Processor: Intel 386 Onwards compatible.

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CGV Lab Mini Project “Airplane Crash”

Hardware RAM: 256MB RAM (minimum).

Hard disk space: 5 gigabytes or more.

Input device: Mouse & keyboard.

Output device: Monitor.

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CGV Lab Mini Project “Airplane Crash”

CHAPTER 4

SOFTWARE DESIGN
This chapter gives us some information on System Design, Transformation Functions
and Rotation.

4.1 System Design

Existing System:

Existing system for a graphics is the TC++. This system will support only the
2D graphics. 2D graphics package being designed should be easy to use and
understand. It should provide various option such as free hand drawing, line drawing,
polygon drawing, filled polygons, flood fill, translation, rotation, scaling, clipping etc.
Even though these properties were supported, it was difficult to render 2D graphics
cannot be. Very difficult to get a 3Dimensional object. Even the effects like lighting,
shading cannot be provided.
So, we go for Eclipse software.

Proposed System:

To achieve three dimensional effects, OpenGL software is proposed. It is


software which provides a graphical interface. It is an interface between application
program and graphics hardware. the advantages are:

1. OpenGL is designed as a streamlined.

2. It is a hardware independent interface i.e., it can be implemented on many different


hardware platforms.

3. With OpenGL, we can draw a small set of geometric primitives such as points, lines
and polygons etc.

4. It provides double buffering which is vital in providing transformations.

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CGV Lab Mini Project “Airplane Crash”

5. It is event driven software.

6. It provides call back function.

4.2 Detailed Design

This little plane is ideal for flybys, flight simulators, and other 3D programes. Position,
direction, and speed are the three qualities of a plane. The position is essentially a dot.
The orientation is determined by three UNIT vectors:

(1) forward, which describes which direction is ”up” to someone sitting in the plane,

(2) up, which is a vector perpendicular to forward and describes which direction is ”up”
to someone sitting in the plane, and

(3) right, which is really just the cross product of forward and up that we store to
simplify most of the calculations.

An elevation grid is simply a wireframe or solid representation of a landscape.


Landscape elevations are created using the Random Midpoint Displacement technique.
The following is the algorithm’s main premise: Begin by calculating the midpoint of a
straight line segment, then shifting it by a limited random number. This displacement
can be accomplished in one of two ways: displacing the midpoint in a direction
perpendicular to the line segment, or displacing the midpoint in a direction parallel to
the line segment. Only the midpoint’s y coordinate value is displaced. In this first
iteration, shifting the original segment’s midpoint will result in two straight line
segments. After that, the same computation and midpoint displacement can be applied
to each of the new two segments, yielding four straight line segments. Then we may do
it again for eight, and so on.

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CGV Lab Mini Project “Airplane Crash”

Examples in 2D graphics:

Most common geometric transformations that keep the origin fixed are linear,
including rotation, scaling, shearing, reflection, and orthogonal projection; if an affine
transformation is not a pure translation it keeps some point fixed, and that point can be
chosen as origin to make the transformation linear. In two dimensions, linear
transformations can be represented using a 2×2 transformation matrix.

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CGV Lab Mini Project “Airplane Crash”

CHAPTER 5

FUNCTIONS USED

In this chapter we will study the Inbuilt and User-defined functions used to build Airplane
Crash.

5.1 Inbuilt functions used

glBegin:
Delimits the vertices of a primitive or a group of like primitives.

glEnd:
Delimits the vertices of a primitive or a group of like primitives.

glClear:
Clears buffers to assigned values.

glClearColor:
Specifies clear values for the background color.

glFlush:
Forces execution of openGL function quickly at once.

glColor3f:
Specifies RGB color values for primitives.

glVertex2f:
Specifies co-ordinates (x, y) values for the vertex position.

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CGV Lab Mini Project “Airplane Crash”

glutDisplayFunc:
Specifies the function that is called whenever the contents of the window need to be redrawn.

glutPostRedisplay:
Marks the current window as needing to be redrawn. At the next opportunity, the call-back
function registered by glutDisplayFunc () will be called.

glutInitDisplayMode:
Requests a display with the properties in arguments.

glutMainLoop:
Enters the GLUT processing loop, never to return.

glutCreateWindow:
Creates new window for displaying the frame buffer contents.

glutInitWindowSize:
Specifies the initial height and width, in pixels of the window on the screen.

glutInitWindowPosition:
Specifies the top-left corner of the window measured in pixels, from the top left corner of the

screen.

5.2 User-defined functions used


void glColor3f (float red, float green, float blue):
This function is used to mention the colour in which the pixel should appear. The number 3
specifies the number of arguments that the function would take. ‘f’ gives the type that is float.
The arguments are in the order RGB (Red, Green, Blue). The colour of the pixel can be
specified as the combination of these 3 primary colours.

void glClearColor (int red, int green, int blue, int alpha):

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CGV Lab Mini Project “Airplane Crash”

This function is used to clear the colour of the screen. The 4 values that are passed as
arguments for this function are (RED, GREEN, BLUE, ALPHA) where the red green and
blue components are taken to set the background colour and alpha is a value that specifies
depth of the window. It is used for 3D images.

void glutKeyboardFunc ():


void glutKeyboardFunc (void (* func) (unsigned char key, int x, int y)); where func is the
new keyboard call-back function.

glutKeyboardFunc sets the keyboard call-back for the current window. When a user types
into the window, each key press generating an ASCII character will generate a keyboard call-
back. The key call-back parameter is the generated ASCII character. The x and y call-back
parameters indicate the mouse location in window relative coordinates when the key was
pressed. When a new window is created, no keyboard call-back is initially registered, and
ASCII key strokes in the window are ignored. Passing NULL to glutKeyboardFunc disables
the generation of keyboard call-backs. where func is the new keyboard call-back function.
glutKeyboardFunc sets the keyboard call-back for the current window.

When a user types into the window, each key press generating an ASCII character will
generate a keyboard call-back. The key call-back parameter is the generated ASCII character.
The x and y call-back parameters indicate the mouse location in window relative coordinates
when the key was pressed. When a new window is created, no keyboard call-back is initially
registered, and ASCII key strokes in the window are ignored. Passing NULL to
glutKeyboardFunc disables the generation of keyboard call- backs.

void glFlush ():


Different GL implementations buffer commands in several different locations, including
network buffers and the graphics accelerator itself. glFlush empties all of these buffers,
causing all issued commands to be executed as quickly as they are accepted by the actual
rendering engine. Though this execution may not be completed in any particular time period,
it does complete in finite time.

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CGV Lab Mini Project “Airplane Crash”

void glMatrixMode (GLenum mode): where mode Specifies which matrix stack is
the target for subsequent matrix operations. Three values are accepted: GL_MODELVIEW,
GL_PROJECTION, and GL_TEXTURE.
The initial value is GL_MODELVIEW. glMatrixMode sets the current matrix mode. mode
can assume one of three values:
GL_MODELVIEW Applies subsequent matrix operations to the model view matrix stack.
GL_PROJECTION Applies subsequent matrix operations to the projection matrix stack.

void glViewport (GLint x, GLint y, GLsizei width, GLsizei height):


where x, y Specify the lower left corner of the viewport rectangle, in pixels. The initial value
is (0, 0).
width, height Specify the width and height of the viewport. When a GL context is first
attached to a surface (e.g., window), width and height are set to the dimensions of that
surface.
glViewport specifies the affine transformation of x and y from normalized device coordinates
to window coordinates. Let (xnd, ynd) be normalized device coordinates.
Then the window coordinates (xw, yw) are computed as follows:
xw = (xnd + 1) width/2
yw = (ynd + 1) height/2

Viewport width and height are silently clamped to a range that depends on the
implementation. To query this range, call glGetInteger with argument
GL_MAX_VIEWPORT_DIMS.

void glutInit (int *argcp, char **argv): glutInit will initialize the GLUT library and
negotiate a session with the window system. During this process, glutInit may cause the
termination of the GLUT program with an error message to the user if GLUT cannot be
properly initialized. Examples of this situation include the failure to connect to the window
system, the lack of window system support for OpenGL, and invalid command line options.
glutInit also processes command line options, but the specific options parse are window
system dependent.

void glutReshapeFunc (void (*func) (int width, int height)):

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CGV Lab Mini Project “Airplane Crash”

glutReshapeFunc sets the reshape call-back for the current window. The reshape call-back is
triggered when a window is reshaped. A reshape call-back is also triggered immediately
before a window's first display call-back after a window is created or whenever an overlay for
the window is established. The width and height parameters of the call-back specify the new
window size in pixels. Before the call-back, the current window is set to the window that has
been reshaped.
If a reshape call-back is not registered for a window or NULL is passed to glutReshapeFunc
(to deregister a previously registered call-back), the default reshape call-back is used. This
default call-back will simply.

void glutMainLoop(void):
glutMainLoop enters the GLUT event processing loop. This routine should be called at most
once in a GLUT program. Once called, this routine will never glutPostRedisplay ():
glutPostRedisplay, glutPostWindowRedisplay — marks the current or specified window as
needing to be redisplayed.

void polygon (int a, int b, int c, int d, int e):


Polygon function uses GL_LINE_LOOP and GP_POLYGON to create a polygon. It takes
vertices a, b, c, d, e as input.

void colorcube ():


It is used to create the face lets of each individual cubes. There are a total of 27 such small
cubes.

void speedmeter ():


This function is used to control the rotation speed of each face of the Rubik’s cube. It uses
glTranslatef (), glPushMatrix () and glPopMatrix () functions for this process.

void display ():

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It acts as the front end of the project. It is used to display the Rubik’s Cube on the window
screen by calling colorcube () functions.

CHAPTER 6
IMPLEMENTATION

SNAPSHOTS

This chapter includes the snapshots of various cube rotations seen in our project.

Figure 7.1 Isometric view of the Airplane

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CGV Lab Mini Project “Airplane Crash”

Figure 7.2 Change of Background

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CGV Lab Mini Project “Airplane Crash”

Figure 7.3 Change of Background

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CGV Lab Mini Project “Airplane Crash”

Figure 7.4 Crashing Of Plane

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CGV Lab Mini Project “Airplane Crash”

CHAPTER 8

CONCLUSION AND FUTURE SCOPE

This chapter includes our final results, conclusion and the future scope of our project.

Using simple flight dynamics, restricted terrain, and objects, this research successfully
created a virtual reality flight simulator to imitate aeroplane flight. It provides a breath taking
view of flying in mid-air. Because the actual aeroplane flight dynamics were not incorporated
into the created programme, the virtual reality flight simulator was not a complete and
powerful flight simulator.

To put it another way, a virtual reality flight simulator, which is a relatively new technology
for virtual environments, allows users to interact with the computer-generated world. A
downside of this virtual reality flight simulator is the multiple motions required for a typical
flight (joystick, pedal, button, etc.); it still lacks a better facility to deliver an experience that
is comparable to that of a genuine flight. To deliver a better experience, it should be a semi-
portable device. The next stage will contain the plane’s complicated flight dynamics, as well
as richer terrains and more realistic plane objects.

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REFERENCE

[1] F.S. Hill Jr: “COMPUTER GRAPHICS USING OPENGL, 2nd EDITION”.

[2] James D. Foley, John F. Hughe: “COMPUTER GRAPHICS”.

[3] Donald Hearn and Pauline baker: “COMPUTER GRAPHICS” C-Version,2nd edition,
Pearson Education.

[4] Interactive Computer Graphics by EDWARD ANGEL.

[5] Abraham Silber Schatz, Henry F. Korth and S. Sudarshan “Sixth Edition Database
System Concepts released”.

[6] https://www.OpenGL.com

[7] https://www.swiftlesstutorials.com

[8] https://www.angelfire.com

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