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FINAL SYNAPSIS 2-1-6
FINAL SYNAPSIS 2-1-6
CHAPTER 1
INTRODUCTION
Computer Graphics is one of the most powerful and interesting facets of computers. There is a
lot we can do in graphics apart from drawing figures of various shapes. All video games,
animation, multimedia predominantly works using computer graphics. There are so many
applications of computer graphics, which make it significant. Computer graphics is concerned
with all aspects of producing pictures or images using a computer.
Using OpenGL functions we can show a 3D model of a car and its function like movement of
wheels and surrounding.
1.1 Objectives
The main aim of the 3D Car Simulation Computer Graphics is to illustrate the concepts and
Usage of the pre-built functions in OpenGL. Simulation is being done using computer graphics.
3D Car Simulation is a project where we can also change the weather and color of the car and
other graphics and we can also move the car in 3D Car Simulation, animate in different directions,
we can demonstrates all the animation of 3D Car including standalone car. A uniform lighting
effect is also included, however it is left to the user to enable or disable lighting. Also, the car can
be zoomed in or zoomed out. All these actions can be performed by using the menu provided.
The problem is mainly concerned with modeling a car and highlighting some of the common
features of a car. The car is subjected to many openGL transformations to bring out unique effects
on the car. OpenGL is a software interface to graphics hardware. This interface consists of about
120 distinct commands, which we use to specify the objects and operations needed to produce
interactive 3 dimensional applications. OpenGL has become a widely accepted standard for
An exiting car system for a 3D car simulation typically involves several components to create a
realistic and functional experience. Here’s a general outline of such a system:
Positioning: Ensures the character is positioned correctly next to the car after exiting.
Trigger Zones: Defines areas around the car where the exit can be initiated.
Interaction Prompt: Displays a prompt to the player when they are within the exit zone.
Animation Blending: Smoothly transitions between the car driving animation and the exit
animation.
Camera Transition: Adjusts the camera from the car perspective to the third-person or first-person
view of the character.
Control Handoff: Transfers control from the car to the character controller.
Environment Interaction: Ensures the character does not collide with the car or other objects when
exiting.
Pathfinding: Guides the character to exit the car safely and realistically.
Sound Effects: Adds sounds for the door opening, character movement, etc.
Visual Effects: Includes any special effects like dust, light adjustments, etc.
System Architecture
System Components
System Features
System Requirements
System Benefits
CHAPTER 2
This document will outline the software design and specification of our application. The
application is a Windows based .Net implementation with OpenGL. Our main UI will be
developed in C#, which is a .Net language. This application will allow viewing of GDS II files,
assignment of Color and Transparency to layers within the VLSI object, as well as printing of the
rendered object. There will be the ability to save these color/transparency palettes for a given GDS
file as well as the foundry used to create the file. These palettes can then be used with future GDS
files to save time assigning colors/transparencies to layers. Characteristics required of the interface
between the software product and each of the hardware components Any mouse and keyboard that
works with Win Forms Program will use windows print APIs to interface with printer.Interface
with other software components or products, including other systems, utility software, databases,
and operating systems.
➢ GLUT library
➢ STDLIB library
The application is very self-contained. Robust error handling will be implemented and code will
be object-oriented to allow for easier maintenance and feature additions. This model runs using
Microsoft Visual Studio version 2010 on a Windows XP platform.
There are no rigorous restrictions on the machine configuration. The model should be capable of
working on all machines capable of supporting recent versions of Microsoft Visual Studio.
CHAPTER 3
METHODOLOGY
This program is implemented using various OpenGL functions and user defined functions. First
we need to code a car using C program. There are different module for car coding-front module,
body, window and wheels. This OpenGL function run on code blocks application and Glut
function. First, project planning defines goals, requirements, and scope. Next, 3D modeling creates
car, track, and environment models using software like Blender or Maya. Then, scene setup
establishes the scene hierarchy, camera, lighting, and physics parameters. OpenGL setup
initializes the context, window, and rendering pipeline, loading models and textures. The
simulation loop updates the simulation state, renders the scene, and handles user input. Physics
engine integration simulates car physics using engines like PhysX or Bullet Physics. Sound engine
integration adds sound effects using OpenAL or FMOD. Testing and debugging ensure
functionality and performance, while deployment packages the simulation for distribution on
various platforms. This structured approach enables the creation of realistic and engaging 3D
car simulations.
REFERENCES
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[4] F. Codevilla, M. M¨ uller, A. Dosovitskiy, A. L´ opez, and V. Koltun. End-to-end driving via
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Conference on Learning Representations (ICLR), 2017.