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Simulating a Roller Coaster
 

I implemented the Catmull-Rom spline to define the track's spline. The camera's up position was aligned with the normal of the track, which I calculated using the tangent and binormal. To simulate a realistic roller coaster track, I rendered a cross-section of the rail. I also developed both vertex and fragment shaders to execute Phong shading. Using texture mapping, I could add skybox and ground to the scene. 

siruizhu@seas.upenn.edu

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+1 3236401242

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